UNPKG

isaacscript-common

Version:

Helper functions and features for IsaacScript mods.

155 lines (140 loc) 5.63 kB
import type { DoorSlot } from "isaac-typescript-definitions"; import { RoomShape } from "isaac-typescript-definitions"; import type { Corner } from "../interfaces/Corner"; import { ROOM_SHAPE_BOUNDS } from "../objects/roomShapeBounds"; import { ROOM_SHAPE_CORNERS } from "../objects/roomShapeCorners"; import { ROOM_SHAPE_LAYOUT_SIZES } from "../objects/roomShapeLayoutSizes"; import { ROOM_SHAPE_TO_BOTTOM_RIGHT_POSITION } from "../objects/roomShapeToBottomRightPosition"; import { ROOM_SHAPE_TO_DOOR_SLOTS_TO_GRID_INDEX_DELTA } from "../objects/roomShapeToDoorSlotsToGridIndexDelta"; import { ROOM_SHAPE_TO_GRID_WIDTH } from "../objects/roomShapeToGridWidth"; import { ROOM_SHAPE_TO_TOP_LEFT_POSITION } from "../objects/roomShapeToTopLeftPosition"; import { ROOM_SHAPE_VOLUMES } from "../objects/roomShapeVolumes"; import { L_ROOM_SHAPES_SET } from "../sets/LRoomShapesSet"; import { BIG_ROOM_SHAPES_SET } from "../sets/bigRoomShapesSet"; import { NARROW_ROOM_SHAPES_SET } from "../sets/narrowRoomShapesSet"; /** * Helper function to get the grid index delta that a door out of the given room shape would lead * to. For example, if you went through the bottom door in a room of `RoomShape.SHAPE_1x2`, you * would end up in a room with a grid index that is +26 units from the `SafeGridIndex` of where you * started. */ export function getGridIndexDelta( roomShape: RoomShape, doorSlot: DoorSlot, ): int | undefined { const doorSlotToGridIndexMap = ROOM_SHAPE_TO_DOOR_SLOTS_TO_GRID_INDEX_DELTA[roomShape]; return doorSlotToGridIndexMap.get(doorSlot); } /** * Helper function to see if a given room shape will grant a single charge or a double charge to the * player's active item(s). * * For example, `RoomShape.SHAPE_2x2` will return 2. */ export function getRoomShapeBottomRightPosition( roomShape: RoomShape, ): Readonly<Vector> { return ROOM_SHAPE_TO_BOTTOM_RIGHT_POSITION[roomShape]; } /** * Helper function to get the grid position of the bottom-right tile of a given room shape. * * "Vector(0, 0)" corresponds to the top left tile of a room, not including the walls. (The top-left * wall would be at "Vector(-1, -1)".) */ export function getRoomShapeBounds( roomShape: RoomShape, ): readonly [width: int, height: int] { return ROOM_SHAPE_BOUNDS[roomShape]; } /** * Helper function to get the number of charges that a given room shape will grant to a player upon * clearing it. * * For example, `RoomShape.SHAPE_2x2` will return 2. */ export function getRoomShapeCharges(roomShape: RoomShape): int { return isRoomShapeDoubleCharge(roomShape) ? 2 : 1; } /** * Helper function to get the corners that exist in the given room shape. * * Note that these corner locations are not accurate for the Mother Boss Room and the Home closet * rooms. (Those rooms have custom shapes.) */ export function getRoomShapeCorners(roomShape: RoomShape): readonly Corner[] { return ROOM_SHAPE_CORNERS[roomShape]; } /** * Helper function to get the dimensions of a room shape's layout. This is NOT the size of the * room's actual contents! For that, use the `getRoomShapeBounds` function. * * For example, a horizontal narrow room has a layout size of equal to that of a 1x1 room. */ export function getRoomShapeLayoutSize( roomShape: RoomShape, ): readonly [width: int, height: int] { return ROOM_SHAPE_LAYOUT_SIZES[roomShape]; } /** * Helper function to get the grid position of the top-left tile of a given room shape. * * "Vector(0, 0)" corresponds to the top left tile of a room, not including the walls. (The top-left * wall would be at "Vector(-1, -1)".) */ export function getRoomShapeTopLeftPosition( roomShape: RoomShape, ): Readonly<Vector> { return ROOM_SHAPE_TO_TOP_LEFT_POSITION[roomShape]; } /** * Helper function to get the volume of a room shape, which is the amount of tiles that are inside * the room. * * (This cannot be directly calculated from the bounds since L rooms are a special case.) */ export function getRoomShapeVolume(roomShape: RoomShape): int { return ROOM_SHAPE_VOLUMES[roomShape]; } export function getRoomShapeWidth(roomShape: RoomShape): int { return ROOM_SHAPE_TO_GRID_WIDTH[roomShape]; } /** * Helper function to determine if the provided room is equal to `RoomShape.1x2` (4) or * `RoomShape.2x1` (6). */ export function is2x1RoomShape(roomShape: RoomShape): boolean { return roomShape === RoomShape.SHAPE_1x2 || roomShape === RoomShape.SHAPE_2x1; } /** * Helper function to detect if the provided room shape is big. Specifically, this is all 1x2 rooms, * 2x2 rooms, and L rooms. */ export function isBigRoomShape(roomShape: RoomShape): boolean { return BIG_ROOM_SHAPES_SET.has(roomShape); } /** * Helper function to determine if the provided room is equal to `RoomShape.LTL` (9), * `RoomShape.LTR` (10), `RoomShape.LBL` (11), or `RoomShape.LBR` (12). */ export function isLRoomShape(roomShape: RoomShape): boolean { return L_ROOM_SHAPES_SET.has(roomShape); } /** * Helper function to determine if the provided room is equal to `RoomShape.IH` (2), `RoomShape.IV` * (3), `RoomShape.IIV` (5), or `RoomShape.IIH` (7). */ export function isNarrowRoom(roomShape: RoomShape): boolean { return NARROW_ROOM_SHAPES_SET.has(roomShape); } /** * Helper function to see if a given room shape will grant a single charge or a double charge to the * player's active item(s). * * For example, `RoomShape.SHAPE_2x2` will return true. */ export function isRoomShapeDoubleCharge(roomShape: RoomShape): boolean { // 2x2 rooms and L rooms should grant 2 charges. return roomShape >= RoomShape.SHAPE_2x2; }