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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.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);