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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.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);