isaacscript-common
Version:
Helper functions and features for IsaacScript mods.
116 lines (115 loc) • 5.49 kB
JavaScript
;
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Object.defineProperty(exports, "__esModule", { value: true });
exports.TaintedLazarusPlayers = void 0;
const isaac_typescript_definitions_1 = require("isaac-typescript-definitions");
const decorators_1 = require("../../../decorators");
const log_1 = require("../../../functions/log");
const Feature_1 = require("../../private/Feature");
const v = {
run: {
queuedTaintedLazarus: [],
queuedDeadTaintedLazarus: [],
/**
* The `POST_PLAYER_INIT` callback fires for Dead Tainted Lazarus at the beginning of the run.
* However, the player index for the Dead Tainted Lazarus player object at that time does not
* actually correspond to the player index for the real player once Flip has been used. Thus, we
* revert to using PtrHash as an index for our map, which is consistent between the Dead Tainted
* Lazarus object in the `POST_PLAYER_INIT` callback and the "real" Dead Tainted Lazarus.
*
* We use `EntityPlayer` as the value for the map instead of `EntityPtr` because using the
* pointer does not work for some reason. (When we unwrap it after one or more flips have been
* used, the pointers no longer point to the original objects, even if we manually update the
* pointers in the `POST_FLIP` callback.)
*/
subPlayerMap: new Map(),
},
};
/**
* This feature provides a way for end-users to get the `EntityPlayer` object for the other Tainted
* Lazarus.
*/
class TaintedLazarusPlayers extends Feature_1.Feature {
/** @internal */
v = v;
vConditionalFunc = () => false;
/** @internal */
constructor() {
super();
this.callbacksUsed = [
// 9
[isaac_typescript_definitions_1.ModCallback.POST_PLAYER_INIT, this.postPlayerInit],
];
}
// ModCallback.POST_PLAYER_INIT (9)
postPlayerInit = (player) => {
const character = player.GetPlayerType();
if (character === isaac_typescript_definitions_1.PlayerType.LAZARUS_B) {
v.run.queuedTaintedLazarus.push(player);
}
else if (character === isaac_typescript_definitions_1.PlayerType.LAZARUS_2_B) {
v.run.queuedDeadTaintedLazarus.push(player);
}
else {
return;
}
this.checkDequeue();
};
/**
* Indexes are the `PtrHash`, values are the `EntityPtr` of the *other* Lazarus.
*
* When starting a run, the `POST_PLAYER_INIT` callback will fire first for Dead Tainted Lazarus,
* then for Tainted Lazarus. When continuing a run, the `POST_PLAYER_INIT` callback will fire
* first for the character that is currently active. Thus, since the order of the characters is
* not certain, we insert each of their pointers into a queue, and then only populate the map when
* we have one Tainted Lazarus and one Dead Tainted Lazarus.
*/
checkDequeue() {
if (v.run.queuedTaintedLazarus.length === 0
|| v.run.queuedDeadTaintedLazarus.length === 0) {
return;
}
const taintedLazarus = v.run.queuedTaintedLazarus.shift();
const deadTaintedLazarus = v.run.queuedDeadTaintedLazarus.shift();
if (taintedLazarus === undefined || deadTaintedLazarus === undefined) {
return;
}
const taintedLazarusPtrHash = GetPtrHash(taintedLazarus);
const deadTaintedLazarusPtrHash = GetPtrHash(deadTaintedLazarus);
if (taintedLazarusPtrHash === deadTaintedLazarusPtrHash) {
(0, log_1.logError)("Failed to cache the Tainted Lazarus player objects, since the hash for Tainted Lazarus and Dead Tainted Lazarus were the same.");
return;
}
v.run.subPlayerMap.set(taintedLazarusPtrHash, deadTaintedLazarus);
v.run.subPlayerMap.set(deadTaintedLazarusPtrHash, taintedLazarus);
}
/**
* Helper function to get the other version of Tainted Lazarus.
*
* - On Tainted Lazarus, returns the player object for Dead Tainted Lazarus.
* - On Dead Tainted Lazarus, returns the player object for Tainted Lazarus.
* - Returns undefined if player object retrieval failed for any reason.
*
* If you call the `EntityPlayer.Exists` method on the returned object, it will return false.
* However, you can still call the other methods like you normally would (e.g.
* `EntityPlayer.AddCollectible`).
*
* In order to use this function, you must upgrade your mod with
* `ISCFeature.CHARACTER_HEALTH_CONVERSION`.
*
* @public
*/
getTaintedLazarusSubPlayer(player) {
const ptrHash = GetPtrHash(player);
return v.run.subPlayerMap.get(ptrHash);
}
}
exports.TaintedLazarusPlayers = TaintedLazarusPlayers;
__decorate([
decorators_1.Exported
], TaintedLazarusPlayers.prototype, "getTaintedLazarusSubPlayer", null);