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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.UnlockAchievementsDetection = void 0; const isaac_typescript_definitions_1 = require("isaac-typescript-definitions"); const constants_1 = require("../../../core/constants"); const decorators_1 = require("../../../decorators"); const ModCallbackCustom_1 = require("../../../enums/ModCallbackCustom"); const entitiesSpecific_1 = require("../../../functions/entitiesSpecific"); const Feature_1 = require("../../private/Feature"); const v = { run: { canRunUnlockAchievements: true, }, }; class UnlockAchievementsDetection extends Feature_1.Feature { /** @internal */ v = v; /** @internal */ constructor() { super(); this.customCallbacksUsed = [ [ ModCallbackCustom_1.ModCallbackCustom.POST_GAME_STARTED_REORDERED, this.postGameStartedReordered, ], ]; } // ModCallbackCustom.POST_GAME_STARTED_REORDERED postGameStartedReordered = () => { const greedDonationMachine = (0, entitiesSpecific_1.spawnSlot)(isaac_typescript_definitions_1.SlotVariant.GREED_DONATION_MACHINE, 0, constants_1.VectorZero); v.run.canRunUnlockAchievements = greedDonationMachine.Exists(); greedDonationMachine.Remove(); }; /** * Helper function to see if the current run can unlock achievements. For example, if playing on a * set seed or in a victory lap, achievements are disabled. * * Under the hood, this is determined by spawning a Greed Donation Machine at the beginning of the * run and then seeing if it exists before removing it. (The results are cached for the entire * run.) * * In order to use this function, you must upgrade your mod with * `ISCFeature.UNLOCK_ACHIEVEMENTS_DETECTION`. * * @public */ canRunUnlockAchievements() { return v.run.canRunUnlockAchievements; } } exports.UnlockAchievementsDetection = UnlockAchievementsDetection; __decorate([ decorators_1.Exported ], UnlockAchievementsDetection.prototype, "canRunUnlockAchievements", null);