isaacscript-common
Version:
Helper functions and features for IsaacScript mods.
150 lines (149 loc) • 7.03 kB
JavaScript
;
Object.defineProperty(exports, "__esModule", { value: true });
exports.anyEntityCloserThan = anyEntityCloserThan;
exports.anyPlayerCloserThan = anyPlayerCloserThan;
exports.findFreePosition = findFreePosition;
exports.getEntityPositions = getEntityPositions;
exports.getEntityVelocities = getEntityVelocities;
exports.setEntityPositions = setEntityPositions;
exports.setEntityVelocities = setEntityVelocities;
const isaac_typescript_definitions_1 = require("isaac-typescript-definitions");
const cachedClasses_1 = require("../core/cachedClasses");
const constants_1 = require("../core/constants");
const entities_1 = require("./entities");
const entitiesSpecific_1 = require("./entitiesSpecific");
const playerIndex_1 = require("./playerIndex");
const players_1 = require("./players");
const MAX_FIND_FREE_POSITION_ATTEMPTS = 100;
function anyEntityCloserThan(entities, position, distance) {
return entities.some((entity) => position.Distance(entity.Position) <= distance);
}
/**
* Iterates over all players and checks if any player is close enough to the specified position.
*
* Note that this function does not consider players with a non-undefined parent, since they are not
* real players (e.g. the Strawman Keeper).
*/
function anyPlayerCloserThan(position, distance) {
const players = (0, playerIndex_1.getPlayers)();
return players.some((player) => player.Position.Distance(position) <= distance);
}
/**
* Helper function to get a room position that is not overlapping with a grid entity, a heaven door,
* or a player. The `Room.FindFreePickupSpawnPosition` method will return locations that overlap
* with heaven doors and partially overlap with players, if the thing being spawned is bigger than a
* tile (like a Blood Donation Machine). Use this function instead if you want to account for those
* specific situations.
*
* @param startingPosition The position to start searching from. If this position is not overlapping
* with anything, then it will be returned.
* @param avoidActiveEntities Optional. Default is false.
* @param minimumDistance Optional. If specified, will ensure that the randomly generated position
* is equal to or greater than the distance provided.
*/
function findFreePosition(startingPosition, avoidActiveEntities = false, minimumDistance) {
const room = cachedClasses_1.game.GetRoom();
const heavenDoors = (0, entitiesSpecific_1.getEffects)(isaac_typescript_definitions_1.EffectVariant.HEAVEN_LIGHT_DOOR, isaac_typescript_definitions_1.HeavenLightDoorSubType.HEAVEN_DOOR);
for (let initialStep = 0; initialStep < MAX_FIND_FREE_POSITION_ATTEMPTS; initialStep++) {
const position = room.FindFreePickupSpawnPosition(startingPosition, initialStep, avoidActiveEntities);
const closePlayer = (0, players_1.getPlayerCloserThan)(position, constants_1.DISTANCE_OF_GRID_TILE);
if (closePlayer !== undefined) {
continue;
}
const isCloseHeavenDoor = anyEntityCloserThan(heavenDoors, position, constants_1.DISTANCE_OF_GRID_TILE);
if (isCloseHeavenDoor) {
continue;
}
if (minimumDistance !== undefined) {
const distance = startingPosition.Distance(position);
if (distance < minimumDistance) {
continue;
}
}
return position;
}
// We failed to find a free position in N iterations.
return room.FindFreePickupSpawnPosition(startingPosition);
}
/**
* Helper function to get a map containing the positions of every entity in the current room.
*
* This is useful for rewinding entity positions at a later time. Also see `setEntityPositions`.
*
* @param entities Optional. If provided, will only get the positions of the provided entities. Use
* this with cached entities to avoid invoking the `Isaac.GetRoomEntities` method
* multiple times.
*/
function getEntityPositions(entities) {
entities ??= (0, entities_1.getEntities)();
const entityPositions = new Map();
for (const entity of entities) {
const ptrHash = GetPtrHash(entity);
entityPositions.set(ptrHash, entity.Position);
}
return entityPositions;
}
/**
* Helper function to get a map containing the velocities of every entity in the current room.
*
* This is useful for rewinding entity velocities at a later time. Also see `setEntityVelocities`.
*
* @param entities Optional. If provided, will only get the velocities of the provided entities. Use
* this with cached entities to avoid invoking the `Isaac.GetRoomEntities` method
* multiple times.
*/
function getEntityVelocities(entities) {
entities ??= (0, entities_1.getEntities)();
const entityVelocities = new Map();
for (const entity of entities) {
const ptrHash = GetPtrHash(entity);
entityVelocities.set(ptrHash, entity.Velocity);
}
return entityVelocities;
}
/**
* Helper function to set the position of every entity in the room based on a map of positions. If
* an entity is found that does not have matching element in the provided map, then that entity will
* be skipped.
*
* This function is useful for rewinding entity positions at a later time. Also see
* `getEntityPositions`.
*
* @param entityPositions The map providing the positions for every entity.
* @param entities Optional. If provided, will only set the positions of the provided entities. Use
* this with cached entities to avoid invoking the `Isaac.GetRoomEntities` method
* multiple times.
*/
function setEntityPositions(entityPositions, entities) {
entities ??= (0, entities_1.getEntities)();
for (const entity of entities) {
const ptrHash = GetPtrHash(entity);
const entityPosition = entityPositions.get(ptrHash);
if (entityPosition !== undefined) {
entity.Position = entityPosition;
}
}
}
/**
* Helper function to set the velocity of every entity in the room based on a map of velocities. If
* an entity is found that does not have matching element in the provided map, then that entity will
* be skipped.
*
* This function is useful for rewinding entity velocities at a later time. Also see
* `getEntityVelocities`.
*
* @param entityVelocities The map providing the velocities for every entity.
* @param entities Optional. If provided, will only set the velocities of the provided entities. Use
* this with cached entities to avoid invoking the `Isaac.GetRoomEntities` method
* multiple times.
*/
function setEntityVelocities(entityVelocities, entities) {
entities ??= (0, entities_1.getEntities)();
for (const entity of entities) {
const ptrHash = GetPtrHash(entity);
const entityVelocity = entityVelocities.get(ptrHash);
if (entityVelocity !== undefined) {
entity.Velocity = entityVelocity;
}
}
}