isaacscript-common
Version:
Helper functions and features for IsaacScript mods.
110 lines (109 loc) • 6.01 kB
JavaScript
;
Object.defineProperty(exports, "__esModule", { value: true });
exports.spawnCollectible = spawnCollectible;
exports.spawnCollectibleFromPool = spawnCollectibleFromPool;
exports.spawnEmptyCollectible = spawnEmptyCollectible;
const isaac_typescript_definitions_1 = require("isaac-typescript-definitions");
const cachedClasses_1 = require("../core/cachedClasses");
const constants_1 = require("../core/constants");
const collectibleTag_1 = require("./collectibleTag");
const collectibles_1 = require("./collectibles");
const entitiesSpecific_1 = require("./entitiesSpecific");
const players_1 = require("./players");
const rng_1 = require("./rng");
/**
* Helper function to spawn a collectible.
*
* Use this instead of the `Game.Spawn` method because it handles the cases of Tainted Keeper
* collectibles costing coins and prevents quest items from being rotated by Tainted Isaac's
* rotation mechanic.
*
* If you want to spawn an unseeded collectible, you must explicitly pass `undefined` to the
* `seedOrRNG` parameter.
*
* @param collectibleType The collectible type to spawn.
* @param positionOrGridIndex The position or grid index to spawn the collectible at.
* @param seedOrRNG The `Seed` or `RNG` object to use. If an `RNG` object is provided, the
* `RNG.Next` method will be called. If `undefined` is provided, it will default to
* a random seed.
* @param options Optional. Set to true to make the collectible a "There's Options" style
* collectible. Default is false.
* @param forceFreeItem Optional. Set to true to disable the logic that gives the item a price for
* Tainted Keeper. Default is false.
* @param spawner Optional.
*/
function spawnCollectible(collectibleType, positionOrGridIndex, seedOrRNG, options = false, forceFreeItem = false, spawner) {
seedOrRNG ??= (0, rng_1.getRandomSeed)();
const seed = (0, rng_1.isRNG)(seedOrRNG) ? seedOrRNG.Next() : seedOrRNG;
const collectible = (0, entitiesSpecific_1.spawnPickupWithSeed)(isaac_typescript_definitions_1.PickupVariant.COLLECTIBLE, collectibleType, positionOrGridIndex, seed, constants_1.VectorZero, spawner);
if ((0, collectibleTag_1.isQuestCollectible)(collectible)) {
(0, collectibles_1.preventCollectibleRotation)(collectible);
}
if (options) {
collectible.OptionsPickupIndex = 1;
}
if ((0, players_1.anyPlayerIs)(isaac_typescript_definitions_1.PlayerType.KEEPER_B)
&& !(0, collectibleTag_1.isQuestCollectible)(collectibleType)
&& !forceFreeItem) {
// When playing Tainted Keeper, collectibles are supposed to have a price, and manually spawned
// items will not have a price, so we have to set it manually.
// Setting the shop item ID in this way prevents the bug where the item will sometimes change to
// 99 cents.
collectible.ShopItemId = -1;
// We can set the price to any arbitrary value; it will auto-update to the true price on the
// next frame.
collectible.Price = 15;
}
return collectible;
}
/**
* Helper function to spawn a collectible from a specific item pool.
*
* Use this instead of the `Game.Spawn` method because it handles the cases of Tainted Keeper
* collectibles costing coins and prevents quest items from being rotated by Tainted Isaac's
* rotation mechanic.
*
* If you want to spawn an unseeded collectible, you must explicitly pass `undefined` to the
* `seedOrRNG` parameter.
*
* In order to use this function, you must upgrade your mod with `ISCFeature.SPAWN_COLLECTIBLE`.
*
* @param itemPoolType The item pool to draw the collectible type from.
* @param positionOrGridIndex The position or grid index to spawn the collectible at.
* @param seedOrRNG The `Seed` or `RNG` object to use. If an `RNG` object is provided, the
* `RNG.Next` method will be called. If `undefined` is provided, it will default to
* a random seed.
* @param options Optional. Set to true to make the collectible a "There's Options" style
* collectible. Default is false.
* @param forceFreeItem Optional. Set to true to disable the logic that gives the item a price for
* Tainted Keeper. Default is false.
* @param spawner Optional.
*/
function spawnCollectibleFromPool(itemPoolType, positionOrGridIndex, seedOrRNG, options = false, forceFreeItem = false, spawner) {
const itemPool = cachedClasses_1.game.GetItemPool();
const collectibleType = itemPool.GetCollectible(itemPoolType);
return spawnCollectible(collectibleType, positionOrGridIndex, seedOrRNG, options, forceFreeItem, spawner);
}
/**
* Helper function to spawn an empty collectible. Doing this is tricky since spawning a collectible
* with `CollectibleType.NULL` will result in spawning a collectible with a random type from the
* current room's item pool.
*
* Instead, this function arbitrarily spawns a collectible with `CollectibleType.BROKEN_SHOVEL_1`,
* and then converts it to an empty pedestal afterward. (Broken Shovel is used instead of e.g. Sad
* Onion because it is a quest collectible and quest collectibles will prevent Damocles from
* duplicating the pedestal.)
*
* If you want to spawn an unseeded collectible, you must explicitly pass `undefined` to the
* `seedOrRNG` parameter.
*
* @param positionOrGridIndex The position or grid index to spawn the empty collectible at.
* @param seedOrRNG The `Seed` or `RNG` object to use. If an `RNG` object is provided, the
* `RNG.Next` method will be called. If `undefined` is provided, it will default to
* a random seed.
*/
function spawnEmptyCollectible(positionOrGridIndex, seedOrRNG) {
const collectible = spawnCollectible(isaac_typescript_definitions_1.CollectibleType.BROKEN_SHOVEL_1, positionOrGridIndex, seedOrRNG, false, true);
(0, collectibles_1.setCollectibleEmpty)(collectible);
return collectible;
}