isaacscript-common
Version:
Helper functions and features for IsaacScript mods.
129 lines (128 loc) • 6.29 kB
JavaScript
;
var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
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return c > 3 && r && Object.defineProperty(target, key, r), r;
};
Object.defineProperty(exports, "__esModule", { value: true });
exports.CustomItemPools = void 0;
const isaac_typescript_definitions_1 = require("isaac-typescript-definitions");
const decorators_1 = require("../../../decorators");
const ModCallbackCustom_1 = require("../../../enums/ModCallbackCustom");
const array_1 = require("../../../functions/array");
const map_1 = require("../../../functions/map");
const utils_1 = require("../../../functions/utils");
const weighted_1 = require("../../../functions/weighted");
const ReadonlyMap_1 = require("../../../types/ReadonlyMap");
const Feature_1 = require("../../private/Feature");
const v = {
run: {
customItemPools: new ReadonlyMap_1.ReadonlyMap(),
},
};
const customItemPoolMap = new Map();
class CustomItemPools extends Feature_1.Feature {
/** @internal */
v = v;
/** @internal */
constructor() {
super();
this.customCallbacksUsed = [
[
ModCallbackCustom_1.ModCallbackCustom.POST_GAME_STARTED_REORDERED,
this.postGameStartedReorderedFalse,
[false],
],
];
}
// ModCallbackCustom.POST_GAME_STARTED_REORDERED
// false
postGameStartedReorderedFalse = () => {
v.run.customItemPools = (0, map_1.copyMap)(customItemPoolMap);
};
/**
* Helper function to register a custom item pool. Use this function once when your mod first
* loads to declare the items that you want to be in the item pools. Then, in the middle of a run,
* you can use `getCustomItemPoolCollectible`.
*
* For example:
*
* ```ts
* const ItemPoolTypeCustom = {
* FOO = 0 as ItemPoolType,
* } as const;
*
* const FOO_ITEM_POOL = [
* [CollectibleType.SAD_ONION, 1],
* [CollectibleType.INNER_EYE, 0.5],
* ];
*
* registerCustomItemPool(ItemPoolTypeCustom.FOO, FOO_ITEM_POOL);
* ```
*
* Note that custom item pools do not currently support partial weight decrementation on sight.
*
* In order to use this function, you must upgrade your mod with `ISCFeature.CUSTOM_ITEM_POOLS`.
*
* @param itemPoolTypeCustom An integer that identifies what kind of item pool you are creating.
* It should correspond to a local `ItemPoolTypeCustom` enum in your
* mod. The integer can be any unique value and can safely overlap with
* the vanilla item pool type values (or values chosen by other mods).
* @param collectibles An array of weighted collectible tuples that represent the item pool that
* you are creating. The first element in he tuple is the `CollectibleType`,
* and the second element in the tuple is the float that represents the weight
* of the collectible.
* @public
*/
registerCustomItemPool(itemPoolTypeCustom, collectibles) {
if (customItemPoolMap.has(itemPoolTypeCustom)) {
error(`Failed to register a custom item pool since the provided type of ${itemPoolTypeCustom} was already registered.`);
}
customItemPoolMap.set(itemPoolTypeCustom, collectibles);
}
/**
* Helper function to get a new collectible from a custom item pool created with the
* `registerCustomItemPool` function. This function has the same format as the
* `ItemPool.GetCollectible` method.
*
* By default, a collectible will not be removed from the pool once it is selected, unless the
* `decrease` argument is set to true (similar to how a vanilla item pool works).
*
* If you want to get an unseeded collectible type, you must explicitly pass `undefined` to the
* `seedOrRNG` parameter.
*
* In order to use this function, you must upgrade your mod with `ISCFeature.CUSTOM_ITEM_POOLS`.
*
* @param itemPoolTypeCustom An integer representing the custom item pool to use.
* @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 decrease Optional. Whether to remove the selected collectible from the item pool.
* Default is true.
* @param defaultItem Optional. The collectible to return if the item pool is depleted. Default is
* `CollectibleType.NULL`.
* @public
*/
getCustomItemPoolCollectible(itemPoolTypeCustom, seedOrRNG, decrease = false, defaultItem = isaac_typescript_definitions_1.CollectibleType.NULL) {
const customItemPool = v.run.customItemPools.get(itemPoolTypeCustom);
(0, utils_1.assertDefined)(customItemPool, `Failed to find the custom item pool of: ${itemPoolTypeCustom}`);
if (customItemPool.length === 0) {
return defaultItem;
}
const randomIndex = (0, weighted_1.getRandomIndexFromWeightedArray)(customItemPool, seedOrRNG);
const tuple = customItemPool[randomIndex];
(0, utils_1.assertDefined)(tuple, `Failed to get an element from a custom item pool using a random index of: ${randomIndex}`);
if (decrease) {
(0, array_1.arrayRemoveIndexInPlace)(customItemPool, randomIndex);
}
return tuple[0];
}
}
exports.CustomItemPools = CustomItemPools;
__decorate([
decorators_1.Exported
], CustomItemPools.prototype, "registerCustomItemPool", null);
__decorate([
decorators_1.Exported
], CustomItemPools.prototype, "getCustomItemPoolCollectible", null);