isaacscript-common
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Helper functions and features for IsaacScript mods.
136 lines (135 loc) • 7.5 kB
JavaScript
;
Object.defineProperty(exports, "__esModule", { value: true });
exports.checkFamiliar = checkFamiliar;
exports.checkFamiliarFromCollectibles = checkFamiliarFromCollectibles;
exports.getPlayerFamiliars = getPlayerFamiliars;
exports.getSirenHelper = getSirenHelper;
exports.isFamiliarStolenBySiren = isFamiliarStolenBySiren;
exports.isFamiliarThatShootsPlayerTears = isFamiliarThatShootsPlayerTears;
const isaac_typescript_definitions_1 = require("isaac-typescript-definitions");
const cachedClasses_1 = require("../core/cachedClasses");
const familiarsThatShootPlayerTearsSet_1 = require("../sets/familiarsThatShootPlayerTearsSet");
const entities_1 = require("./entities");
const entitiesSpecific_1 = require("./entitiesSpecific");
const rng_1 = require("./rng");
/**
* Instead of generating a new RNG object every time we need to spawn a new familiar, we instead
* re-use the same RNG object. This makes it less likely that the `InitSeed` of the familiar will
* overlap, since we are "nexting" instead of doing a fresh reroll.
*/
const familiarGenerationRNG = (0, rng_1.newRNG)();
/**
* Helper function to add and remove familiars based on a target amount that you specify.
*
* This is a convenience wrapper around the `EntityPlayer.CheckFamiliar` method. Use this helper
* function instead so that you do not have to retrieve the `ItemConfigItem` and so that you do not
* specify an incorrect RNG object. (The vanilla method is bugged in that it does not increment the
* RNG object; see the documentation of the method for more details.)
*
* This function is meant to be called in the `EVALUATE_CACHE` callback (when the cache flag is
* equal to `CacheFlag.FAMILIARS`).
*
* Note that this function is only meant to be used in special circumstances where the familiar
* count is completely custom and does not correspond to the amount of collectibles. For the general
* case, use the `checkFamiliarFromCollectibles` helper function instead.
*
* Note that this will spawn familiars with a completely random `InitSeed`. When calculating random
* events for this familiar, you should use a data structure that maps familiar `InitSeed` to RNG
* objects that are initialized based on the seed from
* `EntityPlayer.GetCollectibleRNG(collectibleType)`.
*
* @param player The player that owns the familiars.
* @param collectibleType The collectible type of the collectible associated with this familiar.
* @param targetCount The number of familiars that should exist. This function will add or remove
* familiars until it matches the target count.
* @param familiarVariant The variant of the familiar to spawn or remove.
* @param familiarSubType Optional. The sub-type of the familiar to spawn or remove. If not
* specified, it will search for existing familiars of all sub-types, and
* spawn new familiars with a sub-type of 0.
*/
function checkFamiliar(player, collectibleType, targetCount, familiarVariant, familiarSubType) {
familiarGenerationRNG.Next();
const itemConfigItem = cachedClasses_1.itemConfig.GetCollectible(collectibleType);
player.CheckFamiliar(familiarVariant, targetCount, familiarGenerationRNG, itemConfigItem, familiarSubType);
}
/**
* Helper function to add and remove familiars based on the amount of associated collectibles that a
* player has.
*
* Use this helper function instead of invoking the `EntityPlayer.CheckFamiliar` method directly so
* that the target count is handled automatically.
*
* This function is meant to be called in the `EVALUATE_CACHE` callback (when the cache flag is
* equal to `CacheFlag.FAMILIARS`).
*
* Use this function when the amount of familiars should be equal to the amount of associated
* collectibles that the player has (plus any extras from having used Box of Friends or Monster
* Manual). If you instead need to have a custom amount of familiars, use the `checkFamiliars`
* function instead.
*
* Note that this will spawn familiars with a completely random `InitSeed`. When calculating random
* events for this familiar, you should use a data structure that maps familiar `InitSeed` to RNG
* objects that are initialized based on the seed from
* `EntityPlayer.GetCollectibleRNG(collectibleType)`.
*
* @param player The player that owns the familiars and collectibles.
* @param collectibleType The collectible type of the collectible associated with this familiar.
* @param familiarVariant The variant of the familiar to spawn or remove.
* @param familiarSubType Optional. The sub-type of the familiar to spawn or remove. If not
* specified, it will search for existing familiars of all sub-types, and
* spawn new familiars with a sub-type of 0.
*/
function checkFamiliarFromCollectibles(player, collectibleType, familiarVariant, familiarSubType) {
// We need to include non-real collectibles (like Lilith's Incubus), so we omit the second
// argument.
const numCollectibles = player.GetCollectibleNum(collectibleType);
const effects = player.GetEffects();
// Whenever Box of Friends or Monster Manual is used, it will automatically increment the number
// of collectible effects for this familiar.
const numCollectibleEffects = effects.GetCollectibleEffectNum(collectibleType);
const targetCount = numCollectibles + numCollectibleEffects;
checkFamiliar(player, collectibleType, targetCount, familiarVariant, familiarSubType);
}
/** Helper function to get only the familiars that belong to a specific player. */
function getPlayerFamiliars(player) {
const playerPtrHash = GetPtrHash(player);
const familiars = (0, entitiesSpecific_1.getFamiliars)();
return familiars.filter((familiar) => {
const familiarPlayerPtrHash = GetPtrHash(familiar.Player);
return familiarPlayerPtrHash === playerPtrHash;
});
}
/**
* Helper function to get the corresponding "Siren Helper" entity for a stolen familiar.
*
* When The Siren boss "steals" your familiars, a hidden "Siren Helper" entity is spawned to control
* each familiar stolen. (Checking for the presence of this entity seems to be the only way to
* detect when the Siren steals a familiar.)
*
* @param familiar The familiar to be checked.
* @returns Returns the hidden "Siren Helper" entity corresponding to the given familiar, if it
* exists. Returns undefined otherwise.
*/
function getSirenHelper(familiar) {
const familiarPtrHash = GetPtrHash(familiar);
const sirenHelpers = (0, entities_1.getEntities)(isaac_typescript_definitions_1.EntityType.SIREN_HELPER);
return sirenHelpers.find((sirenHelper) => sirenHelper.Target !== undefined
&& GetPtrHash(sirenHelper.Target) === familiarPtrHash);
}
/**
* Helper function to detect if the given familiar is "stolen" by The Siren boss.
*
* This function is useful because some familiars may need to behave differently when under The
* Siren's control (e.g. if they auto-target enemies).
*/
function isFamiliarStolenBySiren(familiar) {
const sirenHelper = getSirenHelper(familiar);
return sirenHelper !== undefined;
}
/**
* Helper function to check if a familiar is the type that shoots tears that mimic the players
* tears, like Incubus, Fate's Reward, Sprinkler, and so on.
*/
function isFamiliarThatShootsPlayerTears(familiar) {
return familiarsThatShootPlayerTearsSet_1.FAMILIARS_THAT_SHOOT_PLAYER_TEARS_SET.has(familiar.Variant);
}