isaacscript-common
Version:
Helper functions and features for IsaacScript mods.
245 lines (244 loc) • 12.9 kB
JavaScript
"use strict";
var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
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return c > 3 && r && Object.defineProperty(target, key, r), r;
};
Object.defineProperty(exports, "__esModule", { value: true });
exports.StageHistory = void 0;
const isaac_typescript_definitions_1 = require("isaac-typescript-definitions");
const cachedClasses_1 = require("../../../core/cachedClasses");
const decorators_1 = require("../../../decorators");
const ModCallbackCustom_1 = require("../../../enums/ModCallbackCustom");
const nextStage_1 = require("../../../functions/nextStage");
const stage_1 = require("../../../functions/stage");
const Feature_1 = require("../../private/Feature");
const v = {
run: {
stageHistory: [],
},
};
class StageHistory extends Feature_1.Feature {
/** @internal */
v = v;
/** @internal */
constructor() {
super();
this.customCallbacksUsed = [
[ModCallbackCustom_1.ModCallbackCustom.POST_NEW_LEVEL_REORDERED, this.postNewLevelReordered],
];
}
// ModCallbackCustom.POST_NEW_LEVEL_REORDERED
postNewLevelReordered = () => {
const level = cachedClasses_1.game.GetLevel();
const stage = level.GetStage();
const stageType = level.GetStageType();
v.run.stageHistory.push({ stage, stageType });
};
/**
* Helper function to get the stage type that a trapdoor or heaven door would take the player to,
* based on the current stage, room, and game state flags.
*
* This function accounts for the previous floors that a player has visited thus far on the run so
* that the next stage type can be properly calculated on The Ascent (which makes it unlike the
* `getNextStageType` function).
*
* In order to use this function, you must upgrade your mod with `ISCFeature.STAGE_HISTORY`.
*
* @param upwards Whether the player should go up to Cathedral in the case of being on Womb 2.
* Default is false.
* @public
*/
getNextStageTypeWithHistory(upwards = false) {
const backwardsPath = cachedClasses_1.game.GetStateFlag(isaac_typescript_definitions_1.GameStateFlag.BACKWARDS_PATH);
if (!backwardsPath) {
return (0, nextStage_1.getNextStageType)(upwards);
}
const level = cachedClasses_1.game.GetLevel();
const stage = level.GetStage();
const repentanceStage = (0, stage_1.onRepentanceStage)();
const visitedDownpour1 = this.hasVisitedStage(isaac_typescript_definitions_1.LevelStage.BASEMENT_1, isaac_typescript_definitions_1.StageType.REPENTANCE);
const visitedDross1 = this.hasVisitedStage(isaac_typescript_definitions_1.LevelStage.BASEMENT_1, isaac_typescript_definitions_1.StageType.REPENTANCE_B);
const visitedDownpour2 = this.hasVisitedStage(isaac_typescript_definitions_1.LevelStage.BASEMENT_2, isaac_typescript_definitions_1.StageType.REPENTANCE);
const visitedDross2 = this.hasVisitedStage(isaac_typescript_definitions_1.LevelStage.BASEMENT_2, isaac_typescript_definitions_1.StageType.REPENTANCE_B);
const visitedMines1 = this.hasVisitedStage(isaac_typescript_definitions_1.LevelStage.CAVES_1, isaac_typescript_definitions_1.StageType.REPENTANCE);
const visitedAshpit1 = this.hasVisitedStage(isaac_typescript_definitions_1.LevelStage.CAVES_1, isaac_typescript_definitions_1.StageType.REPENTANCE_B);
const visitedMines2 = this.hasVisitedStage(isaac_typescript_definitions_1.LevelStage.DEPTHS_2, isaac_typescript_definitions_1.StageType.REPENTANCE);
const visitedAshpit2 = this.hasVisitedStage(isaac_typescript_definitions_1.LevelStage.DEPTHS_2, isaac_typescript_definitions_1.StageType.REPENTANCE_B);
if (stage === isaac_typescript_definitions_1.LevelStage.BASEMENT_2 && repentanceStage) {
if (visitedDownpour1) {
return isaac_typescript_definitions_1.StageType.REPENTANCE;
}
if (visitedDross1) {
return isaac_typescript_definitions_1.StageType.REPENTANCE_B;
}
}
if (stage === isaac_typescript_definitions_1.LevelStage.CAVES_1 && repentanceStage) {
if (visitedDownpour2) {
return isaac_typescript_definitions_1.StageType.REPENTANCE;
}
if (visitedDross2) {
return isaac_typescript_definitions_1.StageType.REPENTANCE_B;
}
}
if (stage === isaac_typescript_definitions_1.LevelStage.CAVES_2 && !repentanceStage) {
if (visitedDownpour2) {
return isaac_typescript_definitions_1.StageType.REPENTANCE;
}
if (visitedDross2) {
return isaac_typescript_definitions_1.StageType.REPENTANCE_B;
}
}
if (stage === isaac_typescript_definitions_1.LevelStage.CAVES_2 && repentanceStage) {
if (visitedMines1) {
return isaac_typescript_definitions_1.StageType.REPENTANCE;
}
if (visitedAshpit1) {
return isaac_typescript_definitions_1.StageType.REPENTANCE_B;
}
}
if (stage === isaac_typescript_definitions_1.LevelStage.DEPTHS_2 && !repentanceStage) {
if (visitedAshpit2) {
return isaac_typescript_definitions_1.StageType.REPENTANCE_B;
}
if (visitedMines2) {
return isaac_typescript_definitions_1.StageType.REPENTANCE;
}
}
const nextStage = this.getNextStageWithHistory();
return (0, stage_1.calculateStageType)(nextStage);
}
/**
* Helper function to get the stage that a trapdoor or heaven door would take the player to, based
* on the current stage, room, and game state flags.
*
* This function accounts for the previous floors that a player has visited thus far on the run so
* that the next stage can be properly calculated on The Ascent (which makes it unlike the
* `getNextStage` function).
*
* In order to use this function, you must upgrade your mod with `ISCFeature.STAGE_HISTORY`.
*/
getNextStageWithHistory() {
const backwardsPath = cachedClasses_1.game.GetStateFlag(isaac_typescript_definitions_1.GameStateFlag.BACKWARDS_PATH);
if (!backwardsPath) {
return (0, nextStage_1.getNextStage)();
}
const level = cachedClasses_1.game.GetLevel();
const stage = level.GetStage();
const repentanceStage = (0, stage_1.onRepentanceStage)();
const visitedDownpour1 = this.hasVisitedStage(isaac_typescript_definitions_1.LevelStage.BASEMENT_1, isaac_typescript_definitions_1.StageType.REPENTANCE);
const visitedDross1 = this.hasVisitedStage(isaac_typescript_definitions_1.LevelStage.BASEMENT_1, isaac_typescript_definitions_1.StageType.REPENTANCE_B);
const visitedDownpour2 = this.hasVisitedStage(isaac_typescript_definitions_1.LevelStage.BASEMENT_2, isaac_typescript_definitions_1.StageType.REPENTANCE);
const visitedDross2 = this.hasVisitedStage(isaac_typescript_definitions_1.LevelStage.BASEMENT_2, isaac_typescript_definitions_1.StageType.REPENTANCE_B);
const visitedMines1 = this.hasVisitedStage(isaac_typescript_definitions_1.LevelStage.CAVES_1, isaac_typescript_definitions_1.StageType.REPENTANCE);
const visitedAshpit1 = this.hasVisitedStage(isaac_typescript_definitions_1.LevelStage.CAVES_1, isaac_typescript_definitions_1.StageType.REPENTANCE_B);
const visitedMines2 = this.hasVisitedStage(isaac_typescript_definitions_1.LevelStage.DEPTHS_2, isaac_typescript_definitions_1.StageType.REPENTANCE);
const visitedAshpit2 = this.hasVisitedStage(isaac_typescript_definitions_1.LevelStage.DEPTHS_2, isaac_typescript_definitions_1.StageType.REPENTANCE_B);
if (stage === isaac_typescript_definitions_1.LevelStage.BASEMENT_1) {
if (repentanceStage) {
// From Downpour 1 to Basement 1.
return isaac_typescript_definitions_1.LevelStage.BASEMENT_1;
}
// From Basement 1 to Home.
return isaac_typescript_definitions_1.LevelStage.HOME;
}
if (stage === isaac_typescript_definitions_1.LevelStage.BASEMENT_2) {
if (repentanceStage) {
if (visitedDownpour1 || visitedDross1) {
// From Downpour 2 to Downpour 1.
return isaac_typescript_definitions_1.LevelStage.BASEMENT_1;
}
// From Downpour 2 to Basement 2.
return isaac_typescript_definitions_1.LevelStage.BASEMENT_2;
}
// From Basement 2 to Basement 1.
return isaac_typescript_definitions_1.LevelStage.BASEMENT_1;
}
if (stage === isaac_typescript_definitions_1.LevelStage.CAVES_1) {
if (repentanceStage) {
if (visitedDownpour2 || visitedDross2) {
// From Mines 1 to Downpour 1.
return isaac_typescript_definitions_1.LevelStage.BASEMENT_2;
}
// From Mines 1 to Caves 1.
return isaac_typescript_definitions_1.LevelStage.CAVES_1;
}
// From Caves 1 to Basement 2.
return isaac_typescript_definitions_1.LevelStage.BASEMENT_2;
}
if (stage === isaac_typescript_definitions_1.LevelStage.CAVES_2) {
if (repentanceStage) {
if (visitedMines1 || visitedAshpit1) {
// From Mines 2 to Mines 1.
return isaac_typescript_definitions_1.LevelStage.CAVES_1;
}
// From Mines 2 to Caves 2.
return isaac_typescript_definitions_1.LevelStage.CAVES_2;
}
// From Caves 2 to Caves 1.
return isaac_typescript_definitions_1.LevelStage.CAVES_1;
}
if (stage === isaac_typescript_definitions_1.LevelStage.DEPTHS_1) {
if (repentanceStage) {
if (visitedMines2 || visitedAshpit2) {
// From Mausoleum 1 to Mines 2.
return isaac_typescript_definitions_1.LevelStage.CAVES_2;
}
// From Mausoleum 1 to Depths 1.
return isaac_typescript_definitions_1.LevelStage.DEPTHS_1;
}
// From Depths 1 to Caves 2.
return isaac_typescript_definitions_1.LevelStage.CAVES_2;
}
if (stage === isaac_typescript_definitions_1.LevelStage.DEPTHS_2) {
if (repentanceStage) {
// From Mausoleum 2 to Depths 2.
return isaac_typescript_definitions_1.LevelStage.DEPTHS_2;
}
// From Depths 2 to Depths 1.
return isaac_typescript_definitions_1.LevelStage.DEPTHS_1;
}
return stage - 1;
}
/**
* Helper function to get all of the stages that a player has visited thus far on this run.
*
* In order to use this function, you must upgrade your mod with `ISCFeature.STAGE_HISTORY`.
*
* @public
*/
getStageHistory() {
return v.run.stageHistory;
}
/**
* Helper function to check if a player has previous visited a particular stage (or stage + stage
* type combination) on this run.
*
* In order to use this function, you must upgrade your mod with `ISCFeature.STAGE_HISTORY`.
*
* @param stage The stage to check for.
* @param stageType Optional. If provided, will check for a specific stage and stage type
* combination.
*/
hasVisitedStage(stage, stageType) {
if (stageType === undefined) {
return v.run.stageHistory.some((stageHistoryEntry) => stageHistoryEntry.stage === stage);
}
return v.run.stageHistory.some((stageHistoryEntry) => stageHistoryEntry.stage === stage
&& stageHistoryEntry.stageType === stageType);
}
}
exports.StageHistory = StageHistory;
__decorate([
decorators_1.Exported
], StageHistory.prototype, "getNextStageTypeWithHistory", null);
__decorate([
decorators_1.Exported
], StageHistory.prototype, "getNextStageWithHistory", null);
__decorate([
decorators_1.Exported
], StageHistory.prototype, "getStageHistory", null);
__decorate([
decorators_1.Exported
], StageHistory.prototype, "hasVisitedStage", null);