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isaacscript-common

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Helper functions and features for IsaacScript mods.

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import type { ItemPoolType } from "isaac-typescript-definitions"; import { CollectibleType, PickupVariant, PlayerType, } from "isaac-typescript-definitions"; import { game } from "../core/cachedClasses"; import { VectorZero } from "../core/constants"; import { isQuestCollectible } from "./collectibleTag"; import { preventCollectibleRotation, setCollectibleEmpty, } from "./collectibles"; import { spawnPickupWithSeed } from "./entitiesSpecific"; import { anyPlayerIs } from "./players"; import { getRandomSeed, isRNG } from "./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. */ export function spawnCollectible( collectibleType: CollectibleType, positionOrGridIndex: Vector | int, seedOrRNG: Seed | RNG | undefined, options = false, forceFreeItem = false, spawner?: Entity, ): EntityPickupCollectible { seedOrRNG ??= getRandomSeed(); const seed = isRNG(seedOrRNG) ? seedOrRNG.Next() : seedOrRNG; const collectible = spawnPickupWithSeed( PickupVariant.COLLECTIBLE, collectibleType, positionOrGridIndex, seed, VectorZero, spawner, ) as EntityPickupCollectible; if (isQuestCollectible(collectible)) { preventCollectibleRotation(collectible); } if (options) { collectible.OptionsPickupIndex = 1; } if ( anyPlayerIs(PlayerType.KEEPER_B) && !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. */ export function spawnCollectibleFromPool( itemPoolType: ItemPoolType, positionOrGridIndex: Vector | int, seedOrRNG: Seed | RNG | undefined, options = false, forceFreeItem = false, spawner?: Entity, ): EntityPickupCollectible { const itemPool = 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. */ export function spawnEmptyCollectible( positionOrGridIndex: Vector | int, seedOrRNG: Seed | RNG | undefined, ): EntityPickup { const collectible = spawnCollectible( CollectibleType.BROKEN_SHOVEL_1, positionOrGridIndex, seedOrRNG, false, true, ); setCollectibleEmpty(collectible); return collectible; }