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isaacscript-common

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Helper functions and features for IsaacScript mods.

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import type { CollectibleType } from "isaac-typescript-definitions"; import { Exported } from "../../../decorators"; import { ModCallbackCustom } from "../../../enums/ModCallbackCustom"; import { arrayRemoveInPlace } from "../../../functions/array"; import { isActiveCollectible } from "../../../functions/collectibles"; import { defaultMapGetPlayer } from "../../../functions/playerDataStructures"; import type { PlayerIndex } from "../../../types/PlayerIndex"; import { DefaultMap } from "../../DefaultMap"; import { Feature } from "../../private/Feature"; const v = { run: { playersCollectibleTypes: new DefaultMap< PlayerIndex, CollectibleType[], [player: EntityPlayer] >(() => []), }, }; export class PlayerCollectibleTracking extends Feature { /** @internal */ public override v = v; /** @internal */ constructor() { super(); this.customCallbacksUsed = [ [ ModCallbackCustom.POST_PLAYER_COLLECTIBLE_ADDED, this.postPlayerCollectibleAdded, ], [ ModCallbackCustom.POST_PLAYER_COLLECTIBLE_REMOVED, this.postPlayerCollectibleRemoved, ], ]; } // ModCallbackCustom.POST_PLAYER_COLLECTIBLE_ADDED private readonly postPlayerCollectibleAdded = ( player: EntityPlayer, collectibleType: CollectibleType, ) => { const collectibleTypes = defaultMapGetPlayer( v.run.playersCollectibleTypes, player, player, ); collectibleTypes.push(collectibleType); }; // ModCallbackCustom.POST_PLAYER_COLLECTIBLE_REMOVED private readonly postPlayerCollectibleRemoved = ( player: EntityPlayer, collectibleType: CollectibleType, ) => { const collectibleTypes = defaultMapGetPlayer( v.run.playersCollectibleTypes, player, player, ); arrayRemoveInPlace(collectibleTypes, collectibleType); }; /** * Helper function to get all of the collectible types that the player has gotten so far on this * run, in order. * * In the case of items given on the first frame of the run or the case where the player rerolls * their build in the middle of the run (e.g. with D4), the order of the collectible types will * not correspond to the order that the items were actually given to the player. In this case, the * order will be from the lowest `CollectibleType` to the highest. * * Under the hood, this feature works by tracking the number of collectibles that a player has on * every frame. Thus, in a situation where a collectible was both added and removed to the player * on the same frame, the amount of total collectibles would stay the same, and the collectible * types would not be updated. In vanilla, this situation would never happen, but another mod * might do this for some reason. (With that said, the next time that a collectible is normally * added or removed, it would trigger a re-scan, and the previous changes would be picked up.) * * In order to use this function, you must upgrade your mod with * `ISCFeature.PLAYER_COLLECTIBLE_TRACKING`. * * @param player The player to get the collectible types for. * @param includeActiveCollectibles Optional. If true, will include all active collectibles. * Default is true. * @public */ @Exported public getPlayerCollectibleTypes( player: EntityPlayer, includeActiveCollectibles = true, ): readonly CollectibleType[] { const collectibleTypes = defaultMapGetPlayer( v.run.playersCollectibleTypes, player, player, ); if (includeActiveCollectibles) { return collectibleTypes; } return collectibleTypes.filter( (collectibleType) => !isActiveCollectible(collectibleType), ); } /** * Helper function to get the last passive collectible type that the player picked up. In most * cases, this will be the passive that would be removed if the player used Clicker. * * Returns undefined if the player does not have any passive collectibles. * * In order to use this function, you must upgrade your mod with * `ISCFeature.PLAYER_COLLECTIBLE_TRACKING`. * * @public */ @Exported public getPlayerLastPassiveCollectibleType( player: EntityPlayer, ): CollectibleType | undefined { const collectibleTypes = this.getPlayerCollectibleTypes(player, false); return collectibleTypes.at(-1); } }