isaacscript-common
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Helper functions and features for IsaacScript mods.
232 lines • 11.3 kB
TypeScript
import type { Direction, DoorSlotFlag, RoomShape } from "isaac-typescript-definitions";
import { DoorSlot, RoomType } from "isaac-typescript-definitions";
export declare function closeAllDoors(): void;
/**
* Use this instead of the `GridEntityDoor.Close` method if you want the door to immediately close
* without an animation.
*/
export declare function closeDoorFast(door: GridEntityDoor): void;
export declare function doorSlotFlagToDoorSlot(doorSlotFlag: DoorSlotFlag): DoorSlot;
export declare function doorSlotFlagsToDoorSlots(doorSlotFlags: BitFlags<DoorSlotFlag>): readonly DoorSlot[];
export declare function doorSlotToDirection(doorSlot: DoorSlot): Direction;
export declare function doorSlotToDoorSlotFlag(doorSlot: DoorSlot): DoorSlotFlag;
/**
* Helper function to convert an array of door slots or a set of door slots to the resulting bit
* flag number.
*/
export declare function doorSlotsToDoorSlotFlags(doorSlots: readonly DoorSlot[] | ReadonlySet<DoorSlot>): BitFlags<DoorSlotFlag>;
export declare function getAngelRoomDoor(): GridEntityDoor | undefined;
/**
* Helper function to get the door that leads to the off-grid room that contains the hole to the
* Blue Womb. (In vanilla, the door will only appear in the It Lives Boss Room.)
*
* Returns undefined if the room has no Blue Womb doors.
*/
export declare function getBlueWombDoor(): GridEntityDoor | undefined;
/**
* Helper function to get the door that leads to the Boss Rush. (In vanilla, the door will only
* appear in the Boss Room of the sixth floor.)
*
* Returns undefined if the room has no Boss Rush doors.
*/
export declare function getBossRushDoor(): GridEntityDoor | undefined;
export declare function getDevilRoomDoor(): GridEntityDoor | undefined;
/**
* If there is both a Devil Room and an Angel Room door, this function will return door with the
* lowest slot number.
*/
export declare function getDevilRoomOrAngelRoomDoor(): GridEntityDoor | undefined;
/**
* Helper function to get the position that a player will enter a room at corresponding to a door.
*
* When players enter a room, they do not appear exactly on the location of the door, because then
* they would immediately collide with the loading zone. Instead, they appear on the grid tile next
* to the door.
*/
export declare function getDoorEnterPosition(door: GridEntityDoor): Readonly<Vector>;
/**
* Helper function to get the position that a player will enter a room at corresponding to a door
* slot.
*
* When players enter a room, they do not appear exactly on the location of the door, because then
* they would immediately collide with the loading zone. Instead, they appear on the grid tile next
* to the door.
*/
export declare function getDoorSlotEnterPosition(doorSlot: DoorSlot): Readonly<Vector>;
/**
* Helper function to get the offset from a door position that a player will enter a room at.
*
* When players enter a room, they do not appear exactly on the location of the door, because then
* they would immediately collide with the loading zone. Instead, they appear on the grid tile next
* to the door.
*/
export declare function getDoorSlotEnterPositionOffset(doorSlot: DoorSlot): Readonly<Vector>;
/** Helper function to get the possible door slots that can exist for a given room shape. */
export declare function getDoorSlotsForRoomShape(roomShape: RoomShape): ReadonlySet<DoorSlot>;
/**
* Helper function to get all of the doors in the room. By default, it will return every door.
*
* You can optionally specify one or more room types to return only the doors that match the
* specified room types.
*
* @allowEmptyVariadic
*/
export declare function getDoors(...roomTypes: readonly RoomType[]): readonly GridEntityDoor[];
/**
* Helper function to get all of the doors in the room that lead to the provided room index.
*
* This function is variadic, meaning that you can specify N arguments to return all of the doors
* that match any of the N room grid indexes.
*/
export declare function getDoorsToRoomIndex(...roomGridIndex: readonly int[]): readonly GridEntityDoor[];
/**
* Helper function to get the door that leads to the Mega Satan Boss Room. (In vanilla, the door
* will only appear in the starting room of The Chest / Dark Room.)
*
* Returns undefined if the room has no Mega Satan doors.
*/
export declare function getMegaSatanDoor(): GridEntityDoor | undefined;
export declare function getOppositeDoorSlot(doorSlot: DoorSlot): DoorSlot | undefined;
/**
* Helper function to get the door that leads to the "secret exit" off-grid room that takes you to
* the Repentance floor or to the version of Depths 2 that has Dad's Key.
*
* Returns undefined if the room has no Repentance doors.
*/
export declare function getRepentanceDoor(): GridEntityDoor | undefined;
/**
* Helper function to get the corresponding door slot for a given room shape and grid coordinates.
*/
export declare function getRoomShapeDoorSlot(roomShape: RoomShape, x: int, y: int): DoorSlot | undefined;
/**
* Helper function to get the room grid coordinates for a specific room shape and door slot
* combination.
*/
export declare function getRoomShapeDoorSlotCoordinates(roomShape: RoomShape, doorSlot: DoorSlot): readonly [x: int, y: int] | undefined;
/**
* Helper function to find unused door slots in the current room that can be used to make custom
* doors.
*/
export declare function getUnusedDoorSlots(): readonly DoorSlot[];
/**
* Helper function to get the door that leads to the off-grid room that contains the portal to The
* Void. (In vanilla, the door will only appear in the Hush Boss Room.)
*
* Returns undefined if the room has no Void doors.
*/
export declare function getVoidDoor(): GridEntityDoor | undefined;
/**
* Helper function to check if the current room has one or more doors that lead to the given room
* type.
*
* This function is variadic, meaning that you can supply as many door types as you want to check
* for. This function will return true if one or more room types match.
*/
export declare function hasDoorType(...roomTypes: readonly RoomType[]): boolean;
/**
* Helper function to check if the current room has one or more open door slots that can be used to
* make custom doors.
*/
export declare function hasUnusedDoorSlot(): boolean;
export declare function isAngelRoomDoor(door: GridEntityDoor): boolean;
/**
* Helper function to check if the provided door is the one that leads to the off-grid room that
* contains the hole to the Blue Womb. (In vanilla, the door will only appear in the It Lives Boss
* Room.)
*/
export declare function isBlueWombDoor(door: GridEntityDoor): boolean;
/**
* Helper function to check if the provided door is the one that leads to the Boss Rush room. (In
* vanilla, the door will only appear in the Boss Room of the sixth floor.)
*/
export declare function isBossRushDoor(door: GridEntityDoor): boolean;
export declare function isDevilRoomDoor(door: GridEntityDoor): boolean;
/** Helper function to see if a door slot could exist for a given room shape. */
export declare function isDoorSlotInRoomShape(doorSlot: DoorSlot, roomShape: RoomShape): boolean;
/**
* This refers to the Repentance door that spawns in a boss room after defeating the boss. You have
* to spend one key to open it. It has a sprite filename of "gfx/grid/door_downpour.anm2".
*/
export declare function isDoorToDownpour(door: GridEntityDoor): boolean;
/**
* This refers to the Repentance door that spawns in a boss room after defeating the boss. You have
* to spend two hearts to open it. It has a sprite filename of "gfx/grid/door_mausoleum.anm2".
*/
export declare function isDoorToMausoleum(door: GridEntityDoor): boolean;
/**
* This refers to the "strange door" located on the first room of Depths 2. You open it with either
* a Polaroid or a Negative. It has a sprite filename of "gfx/grid/door_mausoleum_alt.anm2".
*/
export declare function isDoorToMausoleumAscent(door: GridEntityDoor): boolean;
/**
* This refers to the Repentance door that spawns in a boss room after defeating the boss. You have
* to spend two bombs to open it. It has a sprite filename of "gfx/grid/door_mines.anm2".
*/
export declare function isDoorToMines(door: GridEntityDoor): boolean;
/**
* This refers to the Repentance door that spawns after defeating Mom. You open it with the
* completed knife. It has a sprite filename of "gfx/grid/door_momsheart.anm2".
*/
export declare function isDoorToMomsHeart(door: GridEntityDoor): boolean;
export declare function isHiddenSecretRoomDoor(door: GridEntityDoor): boolean;
/**
* Helper function to check if the provided door is the one that leads to the Mega Satan Boss Room.
* (In vanilla, the door will only appear in the starting room of The Chest / Dark Room.)
*/
export declare function isMegaSatanDoor(door: GridEntityDoor): boolean;
/**
* Helper function to check if the provided door leads to the "secret exit" off-grid room that takes
* you to the Repentance floor.
*/
export declare function isRepentanceDoor(door: GridEntityDoor): boolean;
/**
* This refers to the hole in the wall that appears after bombing the entrance to a secret room.
* Note that the door still exists before it has been bombed open. It has a sprite filename of
* "gfx/grid/door_08_holeinwall.anm2".
*
* Note that since Ultra Secret Rooms do not use holes, this function will not detect an Ultra
* Secret Room door.
*/
export declare function isSecretRoomDoor(door: GridEntityDoor): boolean;
/**
* Helper function to check if the provided door is the one that leads to the off-grid room that
* contains the portal to The Void. (In vanilla, the door will only appear in the Hush Boss Room.)
*/
export declare function isVoidDoor(door: GridEntityDoor): boolean;
/**
* Helper function to reset an unlocked door back to a locked state. Doing this is non-trivial
* because in addition to calling the `GridEntityDoor.SetLocked` method, you must also:
*
* - Set the `VisitedCount` of the room's `RoomDescription` to 0.
* - Set the variant to `DoorVariant.DOOR_LOCKED`.
* - Close the door.
*/
export declare function lockDoor(door: GridEntityDoor): void;
/**
* For the purposes of this function, doors to Secret Rooms or Super Secret Rooms that have not been
* discovered yet will not be opened.
*/
export declare function openAllDoors(): void;
/**
* Use this instead of the `GridEntityDoor.Open` method if you want the door to immediately open
* without an animation.
*/
export declare function openDoorFast(door: GridEntityDoor): void;
/**
* Helper function to remove all of the doors in the room. By default, it will remove every door.
* You can optionally specify one or more room types to remove only the doors that match the
* specified room types.
*
* @returns The number of doors removed.
* @allowEmptyVariadic
*/
export declare function removeAllDoors(...roomTypes: readonly RoomType[]): int;
/** Helper function to remove a single door. */
export declare function removeDoor(door: GridEntityDoor): void;
/**
* Helper function to remove the doors provided.
*
* This function is variadic, meaning that you can specify as many doors as you want to remove.
*/
export declare function removeDoors(...doors: readonly GridEntityDoor[]): void;
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