isaacscript-common
Version:
Helper functions and features for IsaacScript mods.
116 lines • 6.09 kB
TypeScript
import { ActiveSlot, CollectibleType } from "isaac-typescript-definitions";
/**
* Helper function to add a charge to the player's active item. Will flash the HUD and play the
* appropriate sound effect, depending on whether the charge is partially full or completely full.
*
* If the player's active item is already fully charged, then this function will return 0 and not
* flash the HUD or play a sound effect.
*
* This function will take the following things into account:
* - The Battery
* - AAA Battery
*
* @param player The player to grant the charges to.
* @param activeSlot Optional. The slot to grant the charges to. Default is `ActiveSlot.PRIMARY`.
* @param numCharges Optional. The amount of charges to grant. Default is 1.
* @param playSoundEffect Optional. Whether to play a charge-related sound effect. Default is true.
* @returns The amount of charges that were actually granted. For example, if the active item was
* only one away from a full charge, but the `numCharges` provided to this function was 2,
* then this function would return 1.
*/
export declare function addCharge(player: EntityPlayer, activeSlot?: ActiveSlot, numCharges?: number, playSoundEffect?: boolean): int;
/**
* Helper function to add a charge to a player's active item(s), emulating what happens when a room
* is cleared.
*
* This function will take the following things into account:
* - 2x2 rooms and L rooms granting a double charge
* - The Battery
* - AAA Battery
* - Not charging active items with `chargetype="special"`
*
* @param player The player to grant the charges to.
* @param bigRoomDoubleCharge Optional. If set to false, it will treat the current room as a 1x1
* room for the purposes of calculating how much charge to grant. Default
* is true.
* @param playSoundEffect Optional. Whether to play a charge-related sound effect. Default is true.
*/
export declare function addRoomClearCharge(player: EntityPlayer, bigRoomDoubleCharge?: boolean, playSoundEffect?: boolean): void;
/**
* Helper function to add a charge to one of a player's active items, emulating what happens when a
* room is cleared.
*
* This function will take the following things into account:
* - L rooms and 2x2 rooms granting a double charge
* - The Battery
* - AAA Battery
* - Not charging active items with `chargetype="special"`
*
* @param player The player to grant the charges to.
* @param activeSlot Optional. The active item slot to grant the charges to. Default is
* `ActiveSlot.PRIMARY`.
* @param bigRoomDoubleCharge Optional. If set to false, it will treat the current room as a 1x1
* room for the purposes of calculating how much charge to grant. Default
* is true.
* @param playSoundEffect Optional. Whether to play a charge-related sound effect. Default is true.
*/
export declare function addRoomClearChargeToSlot(player: EntityPlayer, activeSlot?: ActiveSlot, bigRoomDoubleCharge?: boolean, playSoundEffect?: boolean): void;
/**
* Helper function to add a charge to every player's active item, emulating what happens when a room
* is cleared.
*
* This function will take the following things into account:
* - L rooms and 2x2 rooms granting a double charge
* - The Battery
* - AAA Battery
*
* @param bigRoomDoubleCharge Optional. If set to false, it will treat the current room as a 1x1
* room for the purposes of calculating how much charge to grant. Default
* is true.
*/
export declare function addRoomClearCharges(bigRoomDoubleCharge?: boolean): void;
/**
* Helper function to get the amount of charges away from the maximum charge that a particular
* player is.
*
* This function accounts for The Battery. For example, if the player has 2/6 charges on a D6, this
* function will return 10 (because there are 4 charges remaining on the base charge and 6 charges
* remaining on The Battery charge).
*
* @param player The player to get the charges from.
* @param activeSlot Optional. The slot to get the charges from. Default is `ActiveSlot.PRIMARY`.
*/
export declare function getChargesAwayFromMax(player: EntityPlayer, activeSlot?: ActiveSlot): int;
/**
* Helper function to get the combined normal charge and the battery charge for the player's active
* item. This is useful because you have to add these two values together when setting the active
* charge.
*
* @param player The player to get the charges from.
* @param activeSlot Optional. The slot to get the charges from. Default is `ActiveSlot.PRIMARY`.
*/
export declare function getTotalCharge(player: EntityPlayer, activeSlot?: ActiveSlot): int;
/**
* Helper function to find the active slots that the player has the corresponding collectible type
* in and have enough charge to be used. Returns an empty array if the player does not have the
* collectible in any active slot or does not have enough charges.
*/
export declare function getUsableActiveItemSlots(player: EntityPlayer, collectibleType: CollectibleType): readonly ActiveSlot[];
/**
* Helper function to check if a player's active item is "double charged", meaning that it has both
* a full normal charge and a full charge from The Battery.
*
* @param player The player to check.
* @param activeSlot Optional. The slot to check. Default is `ActiveSlot.PRIMARY`.
*/
export declare function isActiveSlotDoubleCharged(player: EntityPlayer, activeSlot?: ActiveSlot): boolean;
/**
* Helper function to play the appropriate sound effect for a player after getting one or more
* charges on their active item. (There is a different sound depending on whether the item is fully
* charged.)
*
* @param player The player to play the sound effect for.
* @param activeSlot Optional. The slot that was just charged. Default is `ActiveSlot.PRIMARY`.
*/
export declare function playChargeSoundEffect(player: EntityPlayer, activeSlot?: ActiveSlot): void;
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