isaacscript-common
Version:
Helper functions and features for IsaacScript mods.
529 lines (528 loc) • 21.7 kB
JavaScript
"use strict";
Object.defineProperty(exports, "__esModule", { value: true });
exports.closeAllDoors = closeAllDoors;
exports.closeDoorFast = closeDoorFast;
exports.doorSlotFlagToDoorSlot = doorSlotFlagToDoorSlot;
exports.doorSlotFlagsToDoorSlots = doorSlotFlagsToDoorSlots;
exports.doorSlotToDirection = doorSlotToDirection;
exports.doorSlotToDoorSlotFlag = doorSlotToDoorSlotFlag;
exports.doorSlotsToDoorSlotFlags = doorSlotsToDoorSlotFlags;
exports.getAngelRoomDoor = getAngelRoomDoor;
exports.getBlueWombDoor = getBlueWombDoor;
exports.getBossRushDoor = getBossRushDoor;
exports.getDevilRoomDoor = getDevilRoomDoor;
exports.getDevilRoomOrAngelRoomDoor = getDevilRoomOrAngelRoomDoor;
exports.getDoorEnterPosition = getDoorEnterPosition;
exports.getDoorSlotEnterPosition = getDoorSlotEnterPosition;
exports.getDoorSlotEnterPositionOffset = getDoorSlotEnterPositionOffset;
exports.getDoorSlotsForRoomShape = getDoorSlotsForRoomShape;
exports.getDoors = getDoors;
exports.getDoorsToRoomIndex = getDoorsToRoomIndex;
exports.getMegaSatanDoor = getMegaSatanDoor;
exports.getOppositeDoorSlot = getOppositeDoorSlot;
exports.getRepentanceDoor = getRepentanceDoor;
exports.getRoomShapeDoorSlot = getRoomShapeDoorSlot;
exports.getRoomShapeDoorSlotCoordinates = getRoomShapeDoorSlotCoordinates;
exports.getUnusedDoorSlots = getUnusedDoorSlots;
exports.getVoidDoor = getVoidDoor;
exports.hasDoorType = hasDoorType;
exports.hasUnusedDoorSlot = hasUnusedDoorSlot;
exports.isAngelRoomDoor = isAngelRoomDoor;
exports.isBlueWombDoor = isBlueWombDoor;
exports.isBossRushDoor = isBossRushDoor;
exports.isDevilRoomDoor = isDevilRoomDoor;
exports.isDoorSlotInRoomShape = isDoorSlotInRoomShape;
exports.isDoorToDownpour = isDoorToDownpour;
exports.isDoorToMausoleum = isDoorToMausoleum;
exports.isDoorToMausoleumAscent = isDoorToMausoleumAscent;
exports.isDoorToMines = isDoorToMines;
exports.isDoorToMomsHeart = isDoorToMomsHeart;
exports.isHiddenSecretRoomDoor = isHiddenSecretRoomDoor;
exports.isMegaSatanDoor = isMegaSatanDoor;
exports.isRepentanceDoor = isRepentanceDoor;
exports.isSecretRoomDoor = isSecretRoomDoor;
exports.isVoidDoor = isVoidDoor;
exports.lockDoor = lockDoor;
exports.openAllDoors = openAllDoors;
exports.openDoorFast = openDoorFast;
exports.removeAllDoors = removeAllDoors;
exports.removeDoor = removeDoor;
exports.removeDoors = removeDoors;
const isaac_typescript_definitions_1 = require("isaac-typescript-definitions");
const cachedEnumValues_1 = require("../cachedEnumValues");
const cachedClasses_1 = require("../core/cachedClasses");
const constants_1 = require("../core/constants");
const doorSlotFlagToDoorSlot_1 = require("../objects/doorSlotFlagToDoorSlot");
const doorSlotToDirection_1 = require("../objects/doorSlotToDirection");
const doorSlotToDoorSlotFlag_1 = require("../objects/doorSlotToDoorSlotFlag");
const oppositeDoorSlots_1 = require("../objects/oppositeDoorSlots");
const roomShapeToDoorSlotCoordinates_1 = require("../objects/roomShapeToDoorSlotCoordinates");
const roomShapeToDoorSlots_1 = require("../objects/roomShapeToDoorSlots");
const ReadonlySet_1 = require("../types/ReadonlySet");
const bitwise_1 = require("./bitwise");
const direction_1 = require("./direction");
const enums_1 = require("./enums");
const flag_1 = require("./flag");
const tstlClass_1 = require("./tstlClass");
const types_1 = require("./types");
function closeAllDoors() {
for (const door of getDoors()) {
door.Close(true);
}
}
/**
* Use this instead of the `GridEntityDoor.Close` method if you want the door to immediately close
* without an animation.
*/
function closeDoorFast(door) {
door.State = isaac_typescript_definitions_1.DoorState.CLOSED;
const sprite = door.GetSprite();
sprite.Play("Closed", true);
}
function doorSlotFlagToDoorSlot(doorSlotFlag) {
const doorSlot = doorSlotFlagToDoorSlot_1.DOOR_SLOT_FLAG_TO_DOOR_SLOT[doorSlotFlag];
return doorSlot ?? doorSlotFlagToDoorSlot_1.DEFAULT_DOOR_SLOT;
}
function doorSlotFlagsToDoorSlots(doorSlotFlags) {
const doorSlots = [];
for (const doorSlotFlag of cachedEnumValues_1.DOOR_SLOT_FLAG_VALUES) {
if ((0, flag_1.hasFlag)(doorSlotFlags, doorSlotFlag)) {
const doorSlot = doorSlotFlagToDoorSlot(doorSlotFlag);
doorSlots.push(doorSlot);
}
}
return doorSlots;
}
function doorSlotToDirection(doorSlot) {
return doorSlotToDirection_1.DOOR_SLOT_TO_DIRECTION[doorSlot];
}
function doorSlotToDoorSlotFlag(doorSlot) {
return doorSlotToDoorSlotFlag_1.DOOR_SLOT_TO_DOOR_SLOT_FLAG[doorSlot];
}
/**
* Helper function to convert an array of door slots or a set of door slots to the resulting bit
* flag number.
*/
function doorSlotsToDoorSlotFlags(doorSlots) {
const doorSlotsMutable = doorSlots;
const doorSlotArray = (0, tstlClass_1.isTSTLSet)(doorSlotsMutable)
? [...doorSlotsMutable.values()]
: doorSlotsMutable;
const doorSlotFlagArray = doorSlotArray.map((doorSlot) => doorSlotToDoorSlotFlag(doorSlot));
return (0, bitwise_1.arrayToBitFlags)(doorSlotFlagArray);
}
function getAngelRoomDoor() {
const angelRoomDoors = getDoors(isaac_typescript_definitions_1.RoomType.ANGEL);
return angelRoomDoors.length === 0 ? undefined : angelRoomDoors[0];
}
/**
* Helper function to get the door that leads to the off-grid room that contains the hole to the
* Blue Womb. (In vanilla, the door will only appear in the It Lives Boss Room.)
*
* Returns undefined if the room has no Blue Womb doors.
*/
function getBlueWombDoor() {
const doors = getDoors();
return doors.find((door) => isBlueWombDoor(door));
}
/**
* Helper function to get the door that leads to the Boss Rush. (In vanilla, the door will only
* appear in the Boss Room of the sixth floor.)
*
* Returns undefined if the room has no Boss Rush doors.
*/
function getBossRushDoor() {
const doors = getDoors();
return doors.find((door) => isBossRushDoor(door));
}
function getDevilRoomDoor() {
const devilRoomDoors = getDoors(isaac_typescript_definitions_1.RoomType.DEVIL);
return devilRoomDoors.length === 0 ? undefined : devilRoomDoors[0];
}
/**
* If there is both a Devil Room and an Angel Room door, this function will return door with the
* lowest slot number.
*/
function getDevilRoomOrAngelRoomDoor() {
const devilRoomOrAngelRoomDoors = getDoors(isaac_typescript_definitions_1.RoomType.DEVIL, isaac_typescript_definitions_1.RoomType.ANGEL);
return devilRoomOrAngelRoomDoors.length === 0
? undefined
: devilRoomOrAngelRoomDoors[0];
}
/**
* Helper function to get the position that a player will enter a room at corresponding to a door.
*
* When players enter a room, they do not appear exactly on the location of the door, because then
* they would immediately collide with the loading zone. Instead, they appear on the grid tile next
* to the door.
*/
function getDoorEnterPosition(door) {
const offset = getDoorSlotEnterPositionOffset(door.Slot);
return door.Position.add(offset);
}
/**
* Helper function to get the position that a player will enter a room at corresponding to a door
* slot.
*
* When players enter a room, they do not appear exactly on the location of the door, because then
* they would immediately collide with the loading zone. Instead, they appear on the grid tile next
* to the door.
*/
function getDoorSlotEnterPosition(doorSlot) {
const room = cachedClasses_1.game.GetRoom();
const position = room.GetDoorSlotPosition(doorSlot);
const offset = getDoorSlotEnterPositionOffset(doorSlot);
return position.add(offset);
}
/**
* Helper function to get the offset from a door position that a player will enter a room at.
*
* When players enter a room, they do not appear exactly on the location of the door, because then
* they would immediately collide with the loading zone. Instead, they appear on the grid tile next
* to the door.
*/
function getDoorSlotEnterPositionOffset(doorSlot) {
const direction = doorSlotToDirection(doorSlot);
const vector = (0, direction_1.directionToVector)(direction);
// The player appears in the opposite direction of the way that the door is oriented in the room.
const oppositeVector = vector.mul(-1);
return oppositeVector.mul(constants_1.DISTANCE_OF_GRID_TILE);
}
/** Helper function to get the possible door slots that can exist for a given room shape. */
function getDoorSlotsForRoomShape(roomShape) {
return roomShapeToDoorSlots_1.ROOM_SHAPE_TO_DOOR_SLOTS[roomShape];
}
/**
* Helper function to get all of the doors in the room. By default, it will return every door.
*
* You can optionally specify one or more room types to return only the doors that match the
* specified room types.
*
* @allowEmptyVariadic
*/
function getDoors(...roomTypes) {
const room = cachedClasses_1.game.GetRoom();
const roomShape = room.GetRoomShape();
const roomTypesSet = new ReadonlySet_1.ReadonlySet(roomTypes);
// We iterate over the possible door slots for this room shape instead of all door slots in order
// to prevent crashes from accessing invalid memory.
const possibleDoorSlots = getDoorSlotsForRoomShape(roomShape);
const doors = [];
for (const doorSlot of possibleDoorSlots) {
const door = room.GetDoor(doorSlot);
if (door === undefined) {
continue;
}
// In Repentance, sometimes doors won't be doors for some reason.
const gridEntityType = door.GetType();
if (gridEntityType !== isaac_typescript_definitions_1.GridEntityType.DOOR) {
continue;
}
if (roomTypesSet.size === 0 || roomTypesSet.has(door.TargetRoomType)) {
doors.push(door);
}
}
return doors;
}
/**
* Helper function to get all of the doors in the room that lead to the provided room index.
*
* This function is variadic, meaning that you can specify N arguments to return all of the doors
* that match any of the N room grid indexes.
*/
function getDoorsToRoomIndex(...roomGridIndex) {
const roomGridIndexesSet = new ReadonlySet_1.ReadonlySet(roomGridIndex);
const doors = getDoors();
return doors.filter((door) => roomGridIndexesSet.has(door.TargetRoomIndex));
}
/**
* Helper function to get the door that leads to the Mega Satan Boss Room. (In vanilla, the door
* will only appear in the starting room of The Chest / Dark Room.)
*
* Returns undefined if the room has no Mega Satan doors.
*/
function getMegaSatanDoor() {
const doors = getDoors();
return doors.find((door) => isMegaSatanDoor(door));
}
function getOppositeDoorSlot(doorSlot) {
return oppositeDoorSlots_1.OPPOSITE_DOOR_SLOTS[doorSlot];
}
/**
* Helper function to get the door that leads to the "secret exit" off-grid room that takes you to
* the Repentance floor or to the version of Depths 2 that has Dad's Key.
*
* Returns undefined if the room has no Repentance doors.
*/
function getRepentanceDoor() {
const doors = getDoors();
return doors.find((door) => isRepentanceDoor(door));
}
/**
* Helper function to get the corresponding door slot for a given room shape and grid coordinates.
*/
function getRoomShapeDoorSlot(roomShape, x, y) {
const doorSlotCoordinates = roomShapeToDoorSlotCoordinates_1.ROOM_SHAPE_TO_DOOR_SLOT_COORDINATES[roomShape];
for (const [doorSlotString, coordinates] of Object.entries(doorSlotCoordinates)) {
const doorSlot = (0, types_1.parseIntSafe)(doorSlotString);
if (doorSlot === undefined || !(0, enums_1.isEnumValue)(doorSlot, isaac_typescript_definitions_1.DoorSlot)) {
continue;
}
const [doorX, doorY] = coordinates;
if (x === doorX && y === doorY) {
return doorSlot;
}
}
return undefined;
}
/**
* Helper function to get the room grid coordinates for a specific room shape and door slot
* combination.
*/
function getRoomShapeDoorSlotCoordinates(roomShape, doorSlot) {
const doorSlotCoordinates = roomShapeToDoorSlotCoordinates_1.ROOM_SHAPE_TO_DOOR_SLOT_COORDINATES[roomShape];
return doorSlotCoordinates[doorSlot];
}
/**
* Helper function to find unused door slots in the current room that can be used to make custom
* doors.
*/
function getUnusedDoorSlots() {
const room = cachedClasses_1.game.GetRoom();
return cachedEnumValues_1.DOOR_SLOT_VALUES.filter((doorSlot) =>
// We need to filter out the -1 value to prevent crashes.
doorSlot !== isaac_typescript_definitions_1.DoorSlot.NO_DOOR_SLOT
&& room.IsDoorSlotAllowed(doorSlot)
&& room.GetDoor(doorSlot) === undefined);
}
/**
* Helper function to get the door that leads to the off-grid room that contains the portal to The
* Void. (In vanilla, the door will only appear in the Hush Boss Room.)
*
* Returns undefined if the room has no Void doors.
*/
function getVoidDoor() {
const doors = getDoors();
return doors.find((door) => isVoidDoor(door));
}
/**
* Helper function to check if the current room has one or more doors that lead to the given room
* type.
*
* This function is variadic, meaning that you can supply as many door types as you want to check
* for. This function will return true if one or more room types match.
*/
function hasDoorType(...roomTypes) {
const doors = getDoors();
const doorsOfThisRoomType = doors.filter((door) => roomTypes.some((roomType) => door.IsRoomType(roomType)));
return doorsOfThisRoomType.length > 0;
}
/**
* Helper function to check if the current room has one or more open door slots that can be used to
* make custom doors.
*/
function hasUnusedDoorSlot() {
const unusedDoorSlots = getUnusedDoorSlots();
return unusedDoorSlots.length > 0;
}
function isAngelRoomDoor(door) {
return door.TargetRoomType === isaac_typescript_definitions_1.RoomType.ANGEL;
}
/**
* Helper function to check if the provided door is the one that leads to the off-grid room that
* contains the hole to the Blue Womb. (In vanilla, the door will only appear in the It Lives Boss
* Room.)
*/
function isBlueWombDoor(door) {
// eslint-disable-next-line @typescript-eslint/no-unsafe-enum-comparison
return door.TargetRoomIndex === isaac_typescript_definitions_1.GridRoom.BLUE_WOMB;
}
/**
* Helper function to check if the provided door is the one that leads to the Boss Rush room. (In
* vanilla, the door will only appear in the Boss Room of the sixth floor.)
*/
function isBossRushDoor(door) {
// eslint-disable-next-line @typescript-eslint/no-unsafe-enum-comparison
return door.TargetRoomIndex === isaac_typescript_definitions_1.GridRoom.BOSS_RUSH;
}
function isDevilRoomDoor(door) {
return door.TargetRoomType === isaac_typescript_definitions_1.RoomType.DEVIL;
}
/** Helper function to see if a door slot could exist for a given room shape. */
function isDoorSlotInRoomShape(doorSlot, roomShape) {
const doorSlots = getDoorSlotsForRoomShape(roomShape);
return doorSlots.has(doorSlot);
}
/**
* This refers to the Repentance door that spawns in a boss room after defeating the boss. You have
* to spend one key to open it. It has a sprite filename of "gfx/grid/door_downpour.anm2".
*/
function isDoorToDownpour(door) {
if (!isRepentanceDoor(door)) {
return false;
}
const sprite = door.GetSprite();
const fileName = sprite.GetFilename();
// On Windows, this is: "gfx/grid/Door_Downpour.anm2"
return fileName.toLowerCase() === "gfx/grid/door_downpour.anm2";
}
/**
* This refers to the Repentance door that spawns in a boss room after defeating the boss. You have
* to spend two hearts to open it. It has a sprite filename of "gfx/grid/door_mausoleum.anm2".
*/
function isDoorToMausoleum(door) {
if (!isRepentanceDoor(door)) {
return false;
}
const sprite = door.GetSprite();
const fileName = sprite.GetFilename();
// On Windows, this is: "gfx/grid/Door_Mausoleum.anm2"
return fileName.toLowerCase() === "gfx/grid/door_mausoleum.anm2";
}
/**
* This refers to the "strange door" located on the first room of Depths 2. You open it with either
* a Polaroid or a Negative. It has a sprite filename of "gfx/grid/door_mausoleum_alt.anm2".
*/
function isDoorToMausoleumAscent(door) {
if (!isRepentanceDoor(door)) {
return false;
}
const sprite = door.GetSprite();
const fileName = sprite.GetFilename();
// On Windows, this is: "gfx/grid/Door_Mausoleum_Alt.anm2"
return fileName.toLowerCase() === "gfx/grid/door_mausoleum_alt.anm2";
}
/**
* This refers to the Repentance door that spawns in a boss room after defeating the boss. You have
* to spend two bombs to open it. It has a sprite filename of "gfx/grid/door_mines.anm2".
*/
function isDoorToMines(door) {
if (!isRepentanceDoor(door)) {
return false;
}
const sprite = door.GetSprite();
const fileName = sprite.GetFilename();
// On Windows, this is: "gfx/grid/Door_Mines.anm2"
return fileName.toLowerCase() === "gfx/grid/door_mines.anm2";
}
/**
* This refers to the Repentance door that spawns after defeating Mom. You open it with the
* completed knife. It has a sprite filename of "gfx/grid/door_momsheart.anm2".
*/
function isDoorToMomsHeart(door) {
if (!isRepentanceDoor(door)) {
return false;
}
const sprite = door.GetSprite();
const fileName = sprite.GetFilename();
// On Windows, this is: "gfx/grid/Door_MomsHeart.anm2"
return fileName.toLowerCase() === "gfx/grid/door_momsheart.anm2"; // cspell:ignore momsheart
}
function isHiddenSecretRoomDoor(door) {
const sprite = door.GetSprite();
const animation = sprite.GetAnimation();
return isSecretRoomDoor(door) && animation === "Hidden";
}
/**
* Helper function to check if the provided door is the one that leads to the Mega Satan Boss Room.
* (In vanilla, the door will only appear in the starting room of The Chest / Dark Room.)
*/
function isMegaSatanDoor(door) {
// eslint-disable-next-line @typescript-eslint/no-unsafe-enum-comparison
return door.TargetRoomIndex === isaac_typescript_definitions_1.GridRoom.MEGA_SATAN;
}
/**
* Helper function to check if the provided door leads to the "secret exit" off-grid room that takes
* you to the Repentance floor.
*/
function isRepentanceDoor(door) {
// eslint-disable-next-line @typescript-eslint/no-unsafe-enum-comparison
return door.TargetRoomIndex === isaac_typescript_definitions_1.GridRoom.SECRET_EXIT;
}
/**
* This refers to the hole in the wall that appears after bombing the entrance to a secret room.
* Note that the door still exists before it has been bombed open. It has a sprite filename of
* "gfx/grid/door_08_holeinwall.anm2".
*
* Note that since Ultra Secret Rooms do not use holes, this function will not detect an Ultra
* Secret Room door.
*/
function isSecretRoomDoor(door) {
const sprite = door.GetSprite();
const fileName = sprite.GetFilename();
// On Windows, this is: "gfx/grid/Door_08_HoleInWall.anm2"
return fileName.toLowerCase() === "gfx/grid/door_08_holeinwall.anm2"; // cspell:ignore holeinwall
}
/**
* Helper function to check if the provided door is the one that leads to the off-grid room that
* contains the portal to The Void. (In vanilla, the door will only appear in the Hush Boss Room.)
*/
function isVoidDoor(door) {
// eslint-disable-next-line @typescript-eslint/no-unsafe-enum-comparison
return door.TargetRoomIndex === isaac_typescript_definitions_1.GridRoom.VOID;
}
/**
* Helper function to reset an unlocked door back to a locked state. Doing this is non-trivial
* because in addition to calling the `GridEntityDoor.SetLocked` method, you must also:
*
* - Set the `VisitedCount` of the room's `RoomDescription` to 0.
* - Set the variant to `DoorVariant.DOOR_LOCKED`.
* - Close the door.
*/
function lockDoor(door) {
const level = cachedClasses_1.game.GetLevel();
// We can't use the "getRoomDescriptor" function since it will cause a dependency cycle.
const roomDescriptor = level.GetRoomByIdx(door.TargetRoomIndex);
roomDescriptor.VisitedCount = 0;
door.SetVariant(isaac_typescript_definitions_1.DoorVariant.LOCKED);
door.SetLocked(true);
door.Close(true);
}
/**
* For the purposes of this function, doors to Secret Rooms or Super Secret Rooms that have not been
* discovered yet will not be opened.
*/
function openAllDoors() {
for (const door of getDoors()) {
// If we try to open a hidden Secret Room door (or Super Secret Room door), then nothing will
// happen.
door.Open();
}
}
/**
* Use this instead of the `GridEntityDoor.Open` method if you want the door to immediately open
* without an animation.
*/
function openDoorFast(door) {
door.State = isaac_typescript_definitions_1.DoorState.OPEN;
const sprite = door.GetSprite();
sprite.Play("Opened", true);
}
/**
* Helper function to remove all of the doors in the room. By default, it will remove every door.
* You can optionally specify one or more room types to remove only the doors that match the
* specified room types.
*
* @returns The number of doors removed.
* @allowEmptyVariadic
*/
function removeAllDoors(...roomTypes) {
const doors = getDoors(...roomTypes);
removeDoors(...doors);
return doors.length;
}
/** Helper function to remove a single door. */
function removeDoor(door) {
const room = cachedClasses_1.game.GetRoom();
room.RemoveDoor(door.Slot);
}
/**
* Helper function to remove the doors provided.
*
* This function is variadic, meaning that you can specify as many doors as you want to remove.
*/
function removeDoors(...doors) {
for (const door of doors) {
removeDoor(door);
}
}