isaacscript-common
Version:
Helper functions and features for IsaacScript mods.
582 lines (581 loc) • 26.9 kB
JavaScript
"use strict";
Object.defineProperty(exports, "__esModule", { value: true });
exports.getBombs = getBombs;
exports.getEffects = getEffects;
exports.getFamiliars = getFamiliars;
exports.getKnives = getKnives;
exports.getLasers = getLasers;
exports.getNPCs = getNPCs;
exports.getPickups = getPickups;
exports.getProjectiles = getProjectiles;
exports.getSlots = getSlots;
exports.getTears = getTears;
exports.removeAllBombs = removeAllBombs;
exports.removeAllEffects = removeAllEffects;
exports.removeAllFamiliars = removeAllFamiliars;
exports.removeAllKnives = removeAllKnives;
exports.removeAllLasers = removeAllLasers;
exports.removeAllNPCs = removeAllNPCs;
exports.removeAllPickups = removeAllPickups;
exports.removeAllProjectiles = removeAllProjectiles;
exports.removeAllSlots = removeAllSlots;
exports.removeAllTears = removeAllTears;
exports.spawnBomb = spawnBomb;
exports.spawnBombWithSeed = spawnBombWithSeed;
exports.spawnEffect = spawnEffect;
exports.spawnEffectWithSeed = spawnEffectWithSeed;
exports.spawnFamiliar = spawnFamiliar;
exports.spawnFamiliarWithSeed = spawnFamiliarWithSeed;
exports.spawnKnife = spawnKnife;
exports.spawnKnifeWithSeed = spawnKnifeWithSeed;
exports.spawnLaser = spawnLaser;
exports.spawnLaserWithSeed = spawnLaserWithSeed;
exports.spawnNPC = spawnNPC;
exports.spawnNPCWithSeed = spawnNPCWithSeed;
exports.spawnPickup = spawnPickup;
exports.spawnPickupWithSeed = spawnPickupWithSeed;
exports.spawnProjectile = spawnProjectile;
exports.spawnProjectileWithSeed = spawnProjectileWithSeed;
exports.spawnSlot = spawnSlot;
exports.spawnSlotWithSeed = spawnSlotWithSeed;
exports.spawnTear = spawnTear;
exports.spawnTearWithSeed = spawnTearWithSeed;
const isaac_typescript_definitions_1 = require("isaac-typescript-definitions");
const constants_1 = require("../core/constants");
const entities_1 = require("./entities");
const utils_1 = require("./utils");
/**
* Helper function to get all of the bombs in the room. (Specifically, this refers to the
* `EntityBomb` class, not bomb pickups.)
*
* For example:
*
* ```ts
* // Make all of the bombs in the room invisible.
* for (const bomb of getBombs()) {
* bomb.Visible = false;
* }
* ```
*
* @param bombVariant Optional. If specified, will only get the bombs that match the variant.
* Default is -1, which matches every variant.
* @param subType Optional. If specified, will only get the bombs that match the sub-type. Default
* is -1, which matches every sub-type.
*/
function getBombs(bombVariant = -1, subType = -1) {
const entities = (0, entities_1.getEntities)(isaac_typescript_definitions_1.EntityType.BOMB, bombVariant, subType);
const bombs = [];
for (const entity of entities) {
const bomb = entity.ToBomb();
if (bomb !== undefined) {
bombs.push(bomb);
}
}
return bombs;
}
/**
* Helper function to get all of the effects in the room.
*
* For example:
*
* ```ts
* // Make all of the effects in the room invisible.
* for (const effect of getEffects()) {
* effect.Visible = false;
* }
* ```
*
* @param effectVariant Optional. If specified, will only get the effects that match the variant.
* Default is -1, which matches every variant.
* @param subType Optional. If specified, will only get the effects that match the sub-type. Default
* is -1, which matches every sub-type.
*/
function getEffects(effectVariant = -1, subType = -1) {
const entities = (0, entities_1.getEntities)(isaac_typescript_definitions_1.EntityType.EFFECT, effectVariant, subType);
const effects = [];
for (const entity of entities) {
const effect = entity.ToEffect();
if (effect !== undefined) {
effects.push(effect);
}
}
return effects;
}
/**
* Helper function to get all of the familiars in the room.
*
* For example:
*
* ```ts
* // Make all of the familiars in the room invisible.
* for (const familiar of getFamiliars()) {
* familiar.Visible = false;
* }
* ```
*
* @param familiarVariant Optional. If specified, will only get the familiars that match the
* variant. Default is -1, which matches every variant.
* @param subType Optional. If specified, will only get the familiars that match the sub-type.
* Default is -1, which matches every sub-type.
*/
function getFamiliars(familiarVariant = -1, subType = -1) {
const entities = (0, entities_1.getEntities)(isaac_typescript_definitions_1.EntityType.FAMILIAR, familiarVariant, subType);
const familiars = [];
for (const entity of entities) {
const familiar = entity.ToFamiliar();
if (familiar !== undefined) {
familiars.push(familiar);
}
}
return familiars;
}
/**
* Helper function to get all of the knives in the room.
*
* For example:
*
* ```ts
* // Make all of the knives in the room invisible.
* for (const knife of getKnives()) {
* knife.Visible = false;
* }
* ```
*
* @param knifeVariant Optional. If specified, will only get the knives that match the variant.
* Default is -1, which matches every variant.
* @param subType Optional. If specified, will only get the knives that match the sub-type. Default
* is -1, which matches every sub-type.
*/
function getKnives(knifeVariant = -1, subType = -1) {
const entities = (0, entities_1.getEntities)(isaac_typescript_definitions_1.EntityType.KNIFE, knifeVariant, subType);
const knives = [];
for (const entity of entities) {
const knife = entity.ToKnife();
if (knife !== undefined) {
knives.push(knife);
}
}
return knives;
}
/**
* Helper function to get all of the lasers in the room.
*
* For example:
*
* ```ts
* // Make all of the lasers in the room invisible.
* for (const laser of getLasers()) {
* laser.Visible = false;
* }
* ```
*
* @param laserVariant Optional. If specified, will only get the lasers that match the variant.
* Default is -1, which matches every variant.
* @param subType Optional. If specified, will only get the lasers that match the sub-type. Default
* is -1, which matches every sub-type.
*/
function getLasers(laserVariant = -1, subType = -1) {
const entities = (0, entities_1.getEntities)(isaac_typescript_definitions_1.EntityType.LASER, laserVariant, subType);
const lasers = [];
for (const entity of entities) {
const laser = entity.ToLaser();
if (laser !== undefined) {
lasers.push(laser);
}
}
return lasers;
}
/**
* Helper function to get all of the NPCs in the room.
*
* @param entityType Optional. If specified, will only get the NPCs that match the type. Default is
* -1, which matches every entity type.
* @param variant Optional. If specified, will only get the NPCs that match the variant. Default is
* -1, which matches every entity type.
* @param subType Optional. If specified, will only get the bombs that match the sub-type. Default
* is -1, which matches every sub-type.
* @param ignoreFriendly Optional. If set to true, it will exclude friendly NPCs from being
* returned. Default is false. Will only be taken into account if the
* `entityType` is specified.
*/
function getNPCs(entityType = -1, variant = -1, subType = -1, ignoreFriendly = false) {
const entities = (0, entities_1.getEntities)(entityType, variant, subType, ignoreFriendly);
const npcs = [];
for (const entity of entities) {
const npc = entity.ToNPC();
if (npc !== undefined) {
npcs.push(npc);
}
}
return npcs;
}
/**
* Helper function to get all of the pickups in the room.
*
* For example:
*
* ```ts
* // Make all of the pickups in the room invisible.
* for (const pickup of getPickups()) {
* pickup.Visible = false;
* }
* ```
*
* @param pickupVariant Optional. If specified, will only get the pickups that match the variant.
* Default is -1, which matches every entity type.
* @param subType Optional. If specified, will only get the pickups that match the sub-type. Default
* is -1, which matches every sub-type.
*/
function getPickups(pickupVariant = -1, subType = -1) {
const entities = (0, entities_1.getEntities)(isaac_typescript_definitions_1.EntityType.PICKUP, pickupVariant, subType);
const pickups = [];
for (const entity of entities) {
const pickup = entity.ToPickup();
if (pickup !== undefined) {
pickups.push(pickup);
}
}
return pickups;
}
/**
* Helper function to get all of the projectiles in the room.
*
* For example:
*
* ```ts
* // Make all of the projectiles in the room invisible.
* for (const projectile of getProjectiles()) {
* projectile.Visible = false;
* }
* ```
*
* @param projectileVariant Optional. If specified, will only get the projectiles that match the
* variant. Default is -1, which matches every entity type.
* @param subType Optional. If specified, will only get the projectiles that match the sub-type.
* Default is -1, which matches every sub-type.
*/
function getProjectiles(projectileVariant = -1, subType = -1) {
const entities = (0, entities_1.getEntities)(isaac_typescript_definitions_1.EntityType.PROJECTILE, projectileVariant, subType);
const projectiles = [];
for (const entity of entities) {
const projectile = entity.ToProjectile();
if (projectile !== undefined) {
projectiles.push(projectile);
}
}
return projectiles;
}
/**
* Helper function to get all of the slots in the room.
*
* For example:
*
* ```ts
* // Make all of the slots in the room invisible.
* for (const slot of getSlots()) {
* slot.Visible = false;
* }
* ```
*
* @param slotVariant Optional. If specified, will only get the slots that match the variant.
* Default is -1, which matches every entity type.
* @param subType Optional. If specified, will only get the slots that match the sub-type. Default
* is -1, which matches every sub-type.
*/
function getSlots(slotVariant = -1, subType = -1) {
const slots = (0, entities_1.getEntities)(isaac_typescript_definitions_1.EntityType.SLOT, slotVariant, subType);
return slots;
}
/**
* Helper function to get all of the tears in the room.
*
* For example:
*
* ```ts
* // Make all of the tears in the room invisible.
* for (const tear of getTears()) {
* tear.Visible = false;
* }
* ```
*
* @param tearVariant Optional. If specified, will only get the tears that match the variant.
* Default is -1, which matches every entity type.
* @param subType Optional. If specified, will only get the tears that match the sub-type. Default
* is -1, which matches every sub-type.
*/
function getTears(tearVariant = -1, subType = -1) {
const entities = (0, entities_1.getEntities)(isaac_typescript_definitions_1.EntityType.TEAR, tearVariant, subType);
const tears = [];
for (const entity of entities) {
const tear = entity.ToTear();
if (tear !== undefined) {
tears.push(tear);
}
}
return tears;
}
/**
* Helper function to remove all of the bombs in the room. (Specifically, this refers to the
* `EntityBomb` class, not bomb pickups.)
*
* @param bombVariant Optional. If specified, will only remove the bombs that match the variant.
* Default is -1, which matches every variant.
* @param subType Optional. If specified, will only remove the bombs that match the sub-type.
* Default is -1, which matches every sub-type.
* @param cap Optional. If specified, will only remove the given amount of bombs.
* @returns An array of the bombs that were removed.
*/
function removeAllBombs(bombVariant = -1, subType = -1, cap) {
const bombs = getBombs(bombVariant, subType);
return (0, entities_1.removeEntities)(bombs, cap);
}
/**
* Helper function to remove all of the effects in the room.
*
* @param effectVariant Optional. If specified, will only remove the effects that match the variant.
* Default is -1, which matches every variant.
* @param subType Optional. If specified, will only remove the effects that match the sub-type.
* Default is -1, which matches every sub-type.
* @param cap Optional. If specified, will only remove the given amount of effects.
* @returns An array of the effects that were removed.
*/
function removeAllEffects(effectVariant = -1, subType = -1, cap) {
const effects = getEffects(effectVariant, subType);
return (0, entities_1.removeEntities)(effects, cap);
}
/**
* Helper function to remove all of the familiars in the room.
*
* @param familiarVariant Optional. If specified, will only remove the familiars that match the
* variant. Default is -1, which matches every variant.
* @param subType Optional. If specified, will only remove the familiars that match the sub-type.
* Default is -1, which matches every sub-type.
* @param cap Optional. If specified, will only remove the given amount of familiars.
* @returns An array of the familiars that were removed.
*/
function removeAllFamiliars(familiarVariant = -1, subType = -1, cap) {
const familiars = getFamiliars(familiarVariant, subType);
return (0, entities_1.removeEntities)(familiars, cap);
}
/**
* Helper function to remove all of the knives in the room.
*
* @param knifeVariant Optional. If specified, will only remove the knives that match the variant.
* Default is -1, which matches every variant.
* @param subType Optional. If specified, will only remove the knives that match the sub-type.
* Default is -1, which matches every sub-type.
* @param cap Optional. If specified, will only remove the given amount of knives.
* @returns An array of the knives that were removed.
*/
function removeAllKnives(knifeVariant = -1, subType = -1, cap) {
const knives = getKnives(knifeVariant, subType);
return (0, entities_1.removeEntities)(knives, cap);
}
/**
* Helper function to remove all of the lasers in the room.
*
* @param laserVariant Optional. If specified, will only remove the lasers that match the variant.
* Default is -1, which matches every variant.
* @param subType Optional. If specified, will only remove the lasers that match the sub-type.
* Default is -1, which matches every sub-type.
* @param cap Optional. If specified, will only remove the given amount of lasers.
* @returns An array of the lasers that were removed.
*/
function removeAllLasers(laserVariant = -1, subType = -1, cap) {
const lasers = getLasers(laserVariant, subType);
return (0, entities_1.removeEntities)(lasers, cap);
}
/**
* Helper function to remove all of the NPCs in the room.
*
* @param entityType Optional. If specified, will only remove the NPCs that match the type. Default
* is -1, which matches every type.
* @param variant Optional. If specified, will only remove the NPCs that match the variant. Default
* is -1, which matches every variant.
* @param subType Optional. If specified, will only remove the NPCs that match the sub-type. Default
* is -1, which matches every sub-type.
* @param cap Optional. If specified, will only remove the given amount of NPCs.
* @returns An array of the NPCs that were removed.
*/
function removeAllNPCs(entityType = -1, variant = -1, subType = -1, cap) {
const npcs = getNPCs(entityType, variant, subType);
return (0, entities_1.removeEntities)(npcs, cap);
}
/**
* Helper function to remove all of the pickups in the room.
*
* @param pickupVariant Optional. If specified, will only remove pickups that match this variant.
* Default is -1, which matches every variant.
* @param subType Optional. If specified, will only remove pickups that match this sub-type. Default
* is -1, which matches every sub-type.
* @param cap Optional. If specified, will only remove the given amount of pickups.
* @returns An array of the pickups that were removed.
*/
function removeAllPickups(pickupVariant = -1, subType = -1, cap) {
const pickups = getPickups(pickupVariant, subType);
return (0, entities_1.removeEntities)(pickups, cap);
}
/**
* Helper function to remove all of the projectiles in the room.
*
* @param projectileVariant Optional. If specified, will only remove projectiles that match this
* variant. Default is -1, which matches every variant.
* @param subType Optional. If specified, will only remove projectiles that match this sub-type.
* Default is -1, which matches every sub-type.
* @param cap Optional. If specified, will only remove the given amount of projectiles.
* @returns An array of the projectiles that were removed.
*/
function removeAllProjectiles(projectileVariant = -1, subType = -1, cap) {
const projectiles = getProjectiles(projectileVariant, subType);
return (0, entities_1.removeEntities)(projectiles, cap);
}
/**
* Helper function to remove all of the slots in the room.
*
* @param slotVariant Optional. If specified, will only remove slots that match this variant.
* Default is -1, which matches every variant.
* @param subType Optional. If specified, will only remove slots that match this sub-type. Default
* is -1, which matches every sub-type.
* @param cap Optional. If specified, will only remove the given amount of slots.
* @returns An array of the slots that were removed.
*/
function removeAllSlots(slotVariant = -1, subType = -1, cap) {
const slots = getSlots(slotVariant, subType);
return (0, entities_1.removeEntities)(slots, cap);
}
/**
* Helper function to remove all of the tears in the room.
*
* @param tearVariant Optional. If specified, will only remove tears that match this variant.
* Default is -1, which matches every variant.
* @param subType Optional. If specified, will only remove tears that match this sub-type. Default
* is -1, which matches every sub-type.
* @param cap Optional. If specified, will only remove the given amount of tears.
* @returns An array of the tears that were removed.
*/
function removeAllTears(tearVariant = -1, subType = -1, cap) {
const tears = getTears(tearVariant, subType);
return (0, entities_1.removeEntities)(tears, cap);
}
/** Helper function to spawn a `EntityType.BOMB` (4). */
function spawnBomb(bombVariant, subType, positionOrGridIndex, velocity = constants_1.VectorZero, spawner, seedOrRNG) {
const entity = (0, entities_1.spawn)(isaac_typescript_definitions_1.EntityType.BOMB, bombVariant, subType, positionOrGridIndex, velocity, spawner, seedOrRNG);
const bomb = entity.ToBomb();
(0, utils_1.assertDefined)(bomb, "Failed to spawn a bomb.");
return bomb;
}
/** Helper function to spawn a `EntityType.BOMB` (4) with a specific seed. */
function spawnBombWithSeed(bombVariant, subType, positionOrGridIndex, seedOrRNG, velocity = constants_1.VectorZero, spawner) {
return spawnBomb(bombVariant, subType, positionOrGridIndex, velocity, spawner, seedOrRNG);
}
/** Helper function to spawn a `EntityType.EFFECT` (1000). */
function spawnEffect(effectVariant, subType, positionOrGridIndex, velocity = constants_1.VectorZero, spawner, seedOrRNG) {
const entity = (0, entities_1.spawn)(isaac_typescript_definitions_1.EntityType.EFFECT, effectVariant, subType, positionOrGridIndex, velocity, spawner, seedOrRNG);
const effect = entity.ToEffect();
(0, utils_1.assertDefined)(effect, "Failed to spawn an effect.");
return effect;
}
/** Helper function to spawn a `EntityType.EFFECT` (1000) with a specific seed. */
function spawnEffectWithSeed(effectVariant, subType, positionOrGridIndex, seedOrRNG, velocity = constants_1.VectorZero, spawner) {
return spawnEffect(effectVariant, subType, positionOrGridIndex, velocity, spawner, seedOrRNG);
}
/**
* Helper function to spawn a `EntityType.FAMILIAR` (3).
*
* If you are trying to implement a custom familiar, you probably want to use the
* `checkFamiliarFromCollectibles` helper function instead.
*/
function spawnFamiliar(familiarVariant, subType, positionOrGridIndex, velocity = constants_1.VectorZero, spawner, seedOrRNG) {
const entity = (0, entities_1.spawn)(isaac_typescript_definitions_1.EntityType.FAMILIAR, familiarVariant, subType, positionOrGridIndex, velocity, spawner, seedOrRNG);
const familiar = entity.ToFamiliar();
(0, utils_1.assertDefined)(familiar, "Failed to spawn a familiar.");
return familiar;
}
/** Helper function to spawn a `EntityType.FAMILIAR` (3) with a specific seed. */
function spawnFamiliarWithSeed(familiarVariant, subType, positionOrGridIndex, seedOrRNG, velocity = constants_1.VectorZero, spawner) {
return spawnFamiliar(familiarVariant, subType, positionOrGridIndex, velocity, spawner, seedOrRNG);
}
/** Helper function to spawn a `EntityType.KNIFE` (8). */
function spawnKnife(knifeVariant, subType, positionOrGridIndex, velocity = constants_1.VectorZero, spawner, seedOrRNG) {
const entity = (0, entities_1.spawn)(isaac_typescript_definitions_1.EntityType.KNIFE, knifeVariant, subType, positionOrGridIndex, velocity, spawner, seedOrRNG);
const knife = entity.ToKnife();
(0, utils_1.assertDefined)(knife, "Failed to spawn a knife.");
return knife;
}
/** Helper function to spawn a `EntityType.KNIFE` (8) with a specific seed. */
function spawnKnifeWithSeed(knifeVariant, subType, positionOrGridIndex, seedOrRNG, velocity = constants_1.VectorZero, spawner) {
return spawnKnife(knifeVariant, subType, positionOrGridIndex, velocity, spawner, seedOrRNG);
}
/** Helper function to spawn a `EntityType.LASER` (7). */
function spawnLaser(laserVariant, subType, positionOrGridIndex, velocity = constants_1.VectorZero, spawner, seedOrRNG) {
const entity = (0, entities_1.spawn)(isaac_typescript_definitions_1.EntityType.LASER, laserVariant, subType, positionOrGridIndex, velocity, spawner, seedOrRNG);
const laser = entity.ToLaser();
(0, utils_1.assertDefined)(laser, "Failed to spawn a laser.");
return laser;
}
/** Helper function to spawn a `EntityType.LASER` (7) with a specific seed. */
function spawnLaserWithSeed(laserVariant, subType, positionOrGridIndex, seedOrRNG, velocity = constants_1.VectorZero, spawner) {
return spawnLaser(laserVariant, subType, positionOrGridIndex, velocity, spawner, seedOrRNG);
}
/**
* Helper function to spawn an NPC.
*
* Note that if you pass a non-NPC `EntityType` to this function, it will cause a run-time error,
* since the `Entity.ToNPC` method will return undefined.
*/
function spawnNPC(entityType, variant, subType, positionOrGridIndex, velocity = constants_1.VectorZero, spawner, seedOrRNG) {
const entity = (0, entities_1.spawn)(entityType, variant, subType, positionOrGridIndex, velocity, spawner, seedOrRNG);
const npc = entity.ToNPC();
(0, utils_1.assertDefined)(npc, "Failed to spawn an NPC.");
return npc;
}
/**
* Helper function to spawn an NPC with a specific seed.
*
* Note that if you pass a non-NPC `EntityType` to this function, it will cause a run-time error,
* since the `Entity.ToNPC` method will return undefined.
*/
function spawnNPCWithSeed(entityType, variant, subType, positionOrGridIndex, seedOrRNG, velocity = constants_1.VectorZero, spawner) {
return spawnNPC(entityType, variant, subType, positionOrGridIndex, velocity, spawner, seedOrRNG);
}
/** Helper function to spawn a `EntityType.PICKUP` (5). */
function spawnPickup(pickupVariant, subType, positionOrGridIndex, velocity = constants_1.VectorZero, spawner, seedOrRNG) {
const entity = (0, entities_1.spawn)(isaac_typescript_definitions_1.EntityType.PICKUP, pickupVariant, subType, positionOrGridIndex, velocity, spawner, seedOrRNG);
const pickup = entity.ToPickup();
(0, utils_1.assertDefined)(pickup, "Failed to spawn a pickup.");
return pickup;
}
/** Helper function to spawn a `EntityType.PICKUP` (5) with a specific seed. */
function spawnPickupWithSeed(pickupVariant, subType, positionOrGridIndex, seedOrRNG, velocity = constants_1.VectorZero, spawner) {
return spawnPickup(pickupVariant, subType, positionOrGridIndex, velocity, spawner, seedOrRNG);
}
/** Helper function to spawn a `EntityType.PROJECTILE` (9). */
function spawnProjectile(projectileVariant, subType, positionOrGridIndex, velocity = constants_1.VectorZero, spawner, seedOrRNG) {
const entity = (0, entities_1.spawn)(isaac_typescript_definitions_1.EntityType.PROJECTILE, projectileVariant, subType, positionOrGridIndex, velocity, spawner, seedOrRNG);
const projectile = entity.ToProjectile();
(0, utils_1.assertDefined)(projectile, "Failed to spawn a projectile.");
return projectile;
}
/** Helper function to spawn a `EntityType.PROJECTILE` (9) with a specific seed. */
function spawnProjectileWithSeed(projectileVariant, subType, positionOrGridIndex, seedOrRNG, velocity = constants_1.VectorZero, spawner) {
return spawnProjectile(projectileVariant, subType, positionOrGridIndex, velocity, spawner, seedOrRNG);
}
/** Helper function to spawn a `EntityType.SLOT` (6). */
function spawnSlot(slotVariant, subType, positionOrGridIndex, velocity = constants_1.VectorZero, spawner, seedOrRNG) {
return (0, entities_1.spawn)(isaac_typescript_definitions_1.EntityType.SLOT, slotVariant, subType, positionOrGridIndex, velocity, spawner, seedOrRNG);
}
/** Helper function to spawn a `EntityType.SLOT` (6) with a specific seed. */
function spawnSlotWithSeed(slotVariant, subType, positionOrGridIndex, seedOrRNG, velocity = constants_1.VectorZero, spawner) {
return spawnSlot(slotVariant, subType, positionOrGridIndex, velocity, spawner, seedOrRNG);
}
/** Helper function to spawn a `EntityType.TEAR` (2). */
function spawnTear(tearVariant, subType, positionOrGridIndex, velocity = constants_1.VectorZero, spawner, seedOrRNG) {
const entity = (0, entities_1.spawn)(isaac_typescript_definitions_1.EntityType.TEAR, tearVariant, subType, positionOrGridIndex, velocity, spawner, seedOrRNG);
const tear = entity.ToTear();
(0, utils_1.assertDefined)(tear, "Failed to spawn a tear.");
return tear;
}
/** Helper function to spawn a `EntityType.EntityType` (2) with a specific seed. */
function spawnTearWithSeed(tearVariant, subType, positionOrGridIndex, seedOrRNG, velocity = constants_1.VectorZero, spawner) {
return spawnTear(tearVariant, subType, positionOrGridIndex, velocity, spawner, seedOrRNG);
}