isaacscript-common
Version:
Helper functions and features for IsaacScript mods.
251 lines (250 loc) • 12.7 kB
JavaScript
"use strict";
Object.defineProperty(exports, "__esModule", { value: true });
exports.addCharge = addCharge;
exports.addRoomClearCharge = addRoomClearCharge;
exports.addRoomClearChargeToSlot = addRoomClearChargeToSlot;
exports.addRoomClearCharges = addRoomClearCharges;
exports.getChargesAwayFromMax = getChargesAwayFromMax;
exports.getTotalCharge = getTotalCharge;
exports.getUsableActiveItemSlots = getUsableActiveItemSlots;
exports.isActiveSlotDoubleCharged = isActiveSlotDoubleCharged;
exports.playChargeSoundEffect = playChargeSoundEffect;
const isaac_typescript_definitions_1 = require("isaac-typescript-definitions");
const cachedClasses_1 = require("../core/cachedClasses");
const collectibles_1 = require("./collectibles");
const playerCollectibles_1 = require("./playerCollectibles");
const playerIndex_1 = require("./playerIndex");
const roomShape_1 = require("./roomShape");
/**
* 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.
*/
function addCharge(player, activeSlot = isaac_typescript_definitions_1.ActiveSlot.PRIMARY, numCharges = 1, playSoundEffect = true) {
const hud = cachedClasses_1.game.GetHUD();
// Ensure that there is enough space on the active item to store these amount of charges. (If we
// add too many charges, it will grant orange "battery" charges, even if the player does not have
// The Battery.)
const chargesAwayFromMax = getChargesAwayFromMax(player, activeSlot);
const chargesToAdd = Math.min(numCharges, chargesAwayFromMax);
// The AAA Battery trinket might grant an additional charge.
const modifiedChargesToAdd = getChargesToAddWithAAAModifier(player, activeSlot, chargesToAdd);
const totalCharge = getTotalCharge(player, activeSlot);
const newCharge = totalCharge + modifiedChargesToAdd;
if (newCharge === totalCharge) {
return 0;
}
player.SetActiveCharge(newCharge, activeSlot);
hud.FlashChargeBar(player, activeSlot);
if (playSoundEffect) {
playChargeSoundEffect(player, activeSlot);
}
return modifiedChargesToAdd;
}
/**
* 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.
*/
function addRoomClearCharge(player, bigRoomDoubleCharge = true, playSoundEffect = true) {
for (const activeSlot of [
isaac_typescript_definitions_1.ActiveSlot.PRIMARY,
isaac_typescript_definitions_1.ActiveSlot.SECONDARY,
isaac_typescript_definitions_1.ActiveSlot.POCKET,
]) {
addRoomClearChargeToSlot(player, activeSlot, bigRoomDoubleCharge, playSoundEffect);
}
}
/**
* 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.
*/
function addRoomClearChargeToSlot(player, activeSlot = isaac_typescript_definitions_1.ActiveSlot.PRIMARY, bigRoomDoubleCharge = true, playSoundEffect = true) {
const activeItem = player.GetActiveItem(activeSlot);
if (activeItem === isaac_typescript_definitions_1.CollectibleType.NULL) {
return;
}
// Certain collectibles have special charge mechanisms and are not charged upon a room being
// cleared.
const chargeType = (0, collectibles_1.getCollectibleChargeType)(activeItem);
if (chargeType === isaac_typescript_definitions_1.ItemConfigChargeType.SPECIAL) {
return;
}
const room = cachedClasses_1.game.GetRoom();
const roomShape = room.GetRoomShape();
// Big rooms grant two charges and normal rooms grant one charge.
let numCharges = bigRoomDoubleCharge ? (0, roomShape_1.getRoomShapeCharges)(roomShape) : 1;
// Handle the special case of a timed item. When clearing a room with a timed item, it should
// become fully charged.
if (chargeType === isaac_typescript_definitions_1.ItemConfigChargeType.TIMED) {
// The charges will become clamped to the proper amount in the `addCharge` function. (If the
// item is at 50% charge and the player has The Battery, it should go to 150% charged.)
numCharges = (0, collectibles_1.getCollectibleMaxCharges)(activeItem);
}
addCharge(player, activeSlot, numCharges, playSoundEffect);
}
/**
* The AAA Battery should grant an extra charge when the active item is one away from being fully
* charged.
*/
function getChargesToAddWithAAAModifier(player, activeSlot, chargesToAdd) {
const hasAAABattery = player.HasTrinket(isaac_typescript_definitions_1.TrinketType.AAA_BATTERY);
if (!hasAAABattery) {
return chargesToAdd;
}
const chargesAwayFromMax = getChargesAwayFromMax(player, activeSlot);
const AAABatteryShouldApply = chargesToAdd === chargesAwayFromMax - 1;
return AAABatteryShouldApply ? chargesToAdd + 1 : chargesToAdd;
}
/**
* 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.
*/
function addRoomClearCharges(bigRoomDoubleCharge = true) {
for (const player of (0, playerIndex_1.getPlayers)()) {
addRoomClearCharge(player, bigRoomDoubleCharge);
}
}
/**
* 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`.
*/
function getChargesAwayFromMax(player, activeSlot = isaac_typescript_definitions_1.ActiveSlot.PRIMARY) {
const totalCharge = getTotalCharge(player, activeSlot);
const activeItem = player.GetActiveItem(activeSlot);
const hasBattery = player.HasCollectible(isaac_typescript_definitions_1.CollectibleType.BATTERY);
const maxCharges = (0, collectibles_1.getCollectibleMaxCharges)(activeItem);
const effectiveMaxCharges = hasBattery ? maxCharges * 2 : maxCharges;
return effectiveMaxCharges - totalCharge;
}
/**
* 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`.
*/
function getTotalCharge(player, activeSlot = isaac_typescript_definitions_1.ActiveSlot.PRIMARY) {
const activeCharge = player.GetActiveCharge(activeSlot);
const batteryCharge = player.GetBatteryCharge(activeSlot);
return activeCharge + batteryCharge;
}
/**
* 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.
*/
function getUsableActiveItemSlots(player, collectibleType) {
const maxCharges = (0, collectibles_1.getCollectibleMaxCharges)(collectibleType);
const activeSlots = (0, playerCollectibles_1.getActiveItemSlots)(player, collectibleType);
return activeSlots.filter((activeSlot) => {
const totalCharge = getTotalCharge(player, activeSlot);
return totalCharge >= maxCharges;
});
}
/**
* 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`.
*/
function isActiveSlotDoubleCharged(player, activeSlot = isaac_typescript_definitions_1.ActiveSlot.PRIMARY) {
const collectibleType = player.GetActiveItem(activeSlot);
const batteryCharge = player.GetBatteryCharge(activeSlot);
const maxCharges = (0, collectibles_1.getCollectibleMaxCharges)(collectibleType);
return batteryCharge >= maxCharges;
}
/**
* 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`.
*/
function playChargeSoundEffect(player, activeSlot = isaac_typescript_definitions_1.ActiveSlot.PRIMARY) {
for (const soundEffect of [
isaac_typescript_definitions_1.SoundEffect.BATTERY_CHARGE, // 170
isaac_typescript_definitions_1.SoundEffect.BEEP, // 171
]) {
cachedClasses_1.sfxManager.Stop(soundEffect);
}
const chargeSoundEffect = shouldPlayFullRechargeSound(player, activeSlot)
? isaac_typescript_definitions_1.SoundEffect.BATTERY_CHARGE
: isaac_typescript_definitions_1.SoundEffect.BEEP;
cachedClasses_1.sfxManager.Play(chargeSoundEffect);
}
function shouldPlayFullRechargeSound(player, activeSlot) {
const activeItem = player.GetActiveItem(activeSlot);
const activeCharge = player.GetActiveCharge(activeSlot);
const batteryCharge = player.GetBatteryCharge(activeSlot);
const hasBattery = player.HasCollectible(isaac_typescript_definitions_1.CollectibleType.BATTERY);
const maxCharges = (0, collectibles_1.getCollectibleMaxCharges)(activeItem);
// If we do not have The Battery, play the full recharge sound if we are now fully charged.
if (!hasBattery) {
// We cannot use the `EntityPlayer.NeedsCharge` method because it does not work properly for
// items with `chargetype="special"`.
return activeCharge === maxCharges;
}
// If we do have The Battery, play the full recharge sound if we are exactly double charged or
// exactly single charged.
return (batteryCharge === maxCharges
|| (activeCharge === maxCharges && batteryCharge === 0));
}