UNPKG

isaacscript-common

Version:

Helper functions and features for IsaacScript mods.

253 lines • 12.7 kB
import { LevelStage, RoomType, StageID, StageType } from "isaac-typescript-definitions"; /** * Helper function that calculates what the stage type should be for the provided stage. This * emulates what the game's internal code does. */ export declare function calculateStageType(stage: LevelStage): StageType; /** * Helper function that calculates what the Repentance stage type should be for the provided stage. * This emulates what the game's internal code does. */ export declare function calculateStageTypeRepentance(stage: LevelStage): StageType; /** * Helper function to account for Repentance floors being offset by 1. For example, Downpour 2 is * the third level of the run, but the game considers it to have a stage of 2. This function will * consider Downpour 2 to have a stage of 3. */ export declare function getEffectiveStage(): LevelStage; /** * Helper function to get the corresponding "goto" console command that would correspond to the * provided room type and room variant. * * @param roomType The `RoomType` of the destination room. * @param roomVariant The variant of the destination room. * @param useSpecialRoomsForRoomTypeDefault Optional. Whether to use `s.default` as the prefix for * the `goto` command (instead of `d`) if the room type is * `RoomType.DEFAULT` (1). False by default. */ export declare function getGotoCommand(roomType: RoomType, roomVariant: int, useSpecialRoomsForRoomTypeDefault?: boolean): string; /** * Helper function to get the English name of the level. For example, "Caves 1". * * This is useful because the `Level.GetName` method returns a localized version of the level name, * which will not display correctly on some fonts. * * Note that this returns "Blue Womb" instead of "???" for stage 9. * * @param stage Optional. If not specified, the current stage will be used. * @param stageType Optional. If not specified, the current stage type will be used. */ export declare function getLevelName(stage?: LevelStage, stageType?: StageType): string; /** Alias for the `Level.GetStage` method. */ export declare function getStage(): LevelStage; /** * Helper function to get the stage ID that corresponds to a particular stage and stage type. * * This is useful because `getRoomStageID` will not correctly return the `StageID` if the player is * in a special room. * * This correctly handles the case of Greed Mode. In Greed Mode, if an undefined stage and stage * type combination are passed, `StageID.SPECIAL_ROOMS` (0) will be returned. * * @param stage Optional. If not specified, the stage corresponding to the current floor will be * used. * @param stageType Optional. If not specified, the stage type corresponding to the current floor * will be used. */ export declare function getStageID(stage?: LevelStage, stageType?: StageType): StageID; /** * Helper function to get the English name corresponding to a stage ID. For example, "Caves". * * This is derived from the data in the "stages.xml" file. * * Note that unlike "stages.xml", Blue Womb is specified with a name of "Blue Womb" instead of * "???". */ export declare function getStageIDName(stageID: StageID): string; /** Alias for the `Level.GetStageType` method. */ export declare function getStageType(): StageType; /** * Helper function to convert a numerical `StageType` into the letter suffix supplied to the "stage" * console command. For example, `StageType.REPENTANCE` is the stage type for Downpour, and the * console command to go to Downpour is "stage 1c", so this function converts `StageType.REPENTANCE` * to "c". */ export declare function getStageTypeSuffix(stageType: StageType): string; /** * Returns whether the provided stage and stage type represent a "final floor". This is defined as a * floor that prevents the player from entering the I AM ERROR room on. * * For example, when using Undefined on The Chest, it has a 50% chance of teleporting the player to * the Secret Room and a 50% chance of teleporting the player to the Super Secret Room, because the * I AM ERROR room is never entered into the list of possibilities. */ export declare function isFinalFloor(stage: LevelStage, stageType: StageType): boolean; /** * Helper function to check if the provided stage type is equal to `StageType.REPENTANCE` or * `StageType.REPENTANCE_B`. */ export declare function isRepentanceStage(stageType: StageType): boolean; /** * Helper function to check if the provided effective stage is one that has the possibility to grant * a natural Devil Room or Angel Room after killing the boss. * * Note that in order for this function to work properly, you must provide it with the effective * stage (e.g. from the `getEffectiveStage` helper function) and not the absolute stage (e.g. from * the `Level.GetStage` method). */ export declare function isStageWithNaturalDevilRoom(effectiveStage: LevelStage): boolean; /** * Helper function to check if the provided stage is one that will have a random collectible drop * upon defeating the boss of the floor. * * This happens on most stages but will not happen on Depths 2, Womb 2, Sheol, Cathedral, Dark Room, * The Chest, and Home (due to the presence of a story boss). * * Note that even though Delirium does not drop a random boss collectible, The Void is still * considered to be a stage that has a random boss collectible since all of the non-Delirium Boss * Rooms will drop random boss collectibles. */ export declare function isStageWithRandomBossCollectible(stage: LevelStage): boolean; /** * Helper function to check if the provided stage will spawn a locked door to Downpour/Dross after * defeating the boss. */ export declare function isStageWithSecretExitToDownpour(stage: LevelStage): boolean; /** * Helper function to check if the provided stage and stage type will spawn a spiked door to * Mausoleum/Gehenna after defeating the boss. */ export declare function isStageWithSecretExitToMausoleum(stage: LevelStage, stageType: StageType): boolean; /** * Helper function to check if the provided stage and stage type will spawn a wooden door to * Mines/Ashpit after defeating the boss. */ export declare function isStageWithSecretExitToMines(stage: LevelStage, stageType: StageType): boolean; /** * Helper function to check if the current stage is one that would create a trapdoor if We Need to * Go Deeper was used. */ export declare function isStageWithShovelTrapdoors(stage: LevelStage, stageType: StageType): boolean; /** * Helper function to check if the provided stage is one with a story boss. Specifically, this is * Depths 2 (Mom), Womb 2 (Mom's Heart / It Lives), Blue Womb (Hush), Sheol (Satan), Cathedral * (Isaac), Dark Room (Lamb), The Chest (Blue Baby), The Void (Delirium), and Home (Dogma / The * Beast). */ export declare function isStageWithStoryBoss(stage: LevelStage): boolean; /** * Helper function to check if the player has taken Dad's Note. This sets the game state flag of * `GameStateFlag.BACKWARDS_PATH` and causes floor generation to change. */ export declare function onAscent(): boolean; export declare function onCathedral(): boolean; export declare function onChest(): boolean; export declare function onDarkRoom(): boolean; /** * Helper function to check if the current stage matches one of the given stages. This uses the * `getEffectiveStage` helper function so that the Repentance floors are correctly adjusted. * * This function is variadic, which means you can pass as many stages as you want to match for. */ export declare function onEffectiveStage(...effectiveStages: readonly LevelStage[]): boolean; /** * Returns whether the player is on the "final floor" of the particular run. The final floor is * defined as one that prevents the player from entering the I AM ERROR room on. * * For example, when using Undefined on The Chest, it has a 50% chance of teleporting the player to * the Secret Room and a 50% chance of teleporting the player to the Super Secret Room, because the * I AM ERROR room is never entered into the list of possibilities. */ export declare function onFinalFloor(): boolean; /** * Returns whether the player is on the first floor of the particular run. * * This is tricky to determine because we have to handle the cases of Downpour/Dross 1 not being the * first floor and The Ascent. */ export declare function onFirstFloor(): boolean; /** * Helper function to check if the current stage type is equal to `StageType.REPENTANCE` or * `StageType.REPENTANCE_B`. */ export declare function onRepentanceStage(): boolean; export declare function onSheol(): boolean; /** * Helper function to check if the current stage matches one of the given stages. * * This function is variadic, which means you can pass as many stages as you want to match for. */ export declare function onStage(...stages: readonly LevelStage[]): boolean; /** Helper function to check if the current stage is equal to or higher than the given stage. */ export declare function onStageOrHigher(stage: LevelStage): boolean; /** Helper function to check if the current stage is equal to or higher than the given stage. */ export declare function onStageOrLower(stage: LevelStage): boolean; /** * Helper function to check if the current stage matches one of the given stage types. * * This function is variadic, which means you can pass as many room types as you want to match for. */ export declare function onStageType(...stageTypes: readonly StageType[]): boolean; /** * Helper function to check if the current stage is one that has the possibility to grant a natural * Devil Room or Angel Room after killing the boss. */ export declare function onStageWithNaturalDevilRoom(): boolean; /** * Helper function to check if the current stage is one that will have a random collectible drop * upon defeating the boss of the floor. * * This happens on most stages but will not happen on Depths 2, Womb 2, Sheol, Cathedral, Dark Room, * The Chest, and Home (due to the presence of a story boss). * * Note that even though Delirium does not drop a random boss collectible, The Void is still * considered to be a stage that has a random boss collectible since all of the non-Delirium Boss * Rooms will drop random boss collectibles. */ export declare function onStageWithRandomBossCollectible(): boolean; /** * Helper function to check if the current stage will spawn a locked door to Downpour/Dross after * defeating the boss. */ export declare function onStageWithSecretExitToDownpour(): boolean; /** * Helper function to check if the current stage will spawn a spiked door to Mausoleum/Gehenna after * defeating the boss. */ export declare function onStageWithSecretExitToMausoleum(): boolean; /** * Helper function to check if the current stage will spawn a wooden door to Mines/Ashpit after * defeating the boss. */ export declare function onStageWithSecretExitToMines(): boolean; /** * Helper function to check if the current stage is one that would create a trapdoor if We Need to * Go Deeper was used. */ export declare function onStageWithShovelTrapdoors(): boolean; /** * Helper function to check if the current stage is one with a story boss. Specifically, this is * Depths 2 (Mom), Womb 2 (Mom's Heart / It Lives), Blue Womb (Hush), Sheol (Satan), Cathedral * (Isaac), Dark Room (Lamb), The Chest (Blue Baby), The Void (Delirium), and Home (Dogma / The * Beast). */ export declare function onStageWithStoryBoss(): boolean; /** * Helper function to directly warp to a specific stage using the "stage" console command. * * This is different from the vanilla `Level.SetStage` method, which will change the stage and/or * stage type of the current floor without moving the player to a new floor. * * Note that if you use this function on game frame 0, it will confuse the * `POST_GAME_STARTED_REORDERED`, `POST_NEW_LEVEL_REORDERED`, and `POST_NEW_ROOM_REORDERED` custom * callbacks. If you are using the function in this situation, remember to call the * `reorderedCallbacksSetStage` function. * * @param stage The stage number to warp to. * @param stageType The stage type to warp to. * @param reseed Optional. Whether to reseed the floor upon arrival. Default is false. Set this to * true if you are warping to the same stage but a different stage type (or else the * floor layout will be identical to the old floor). */ export declare function setStage(stage: LevelStage, stageType: StageType, reseed?: boolean): void; //# sourceMappingURL=stage.d.ts.map