UNPKG

isaacscript-common

Version:

Helper functions and features for IsaacScript mods.

257 lines • 12.6 kB
/** * These functions have to do with the room grid index for the level (i.e. the position that the * room is on the grid that represents the map for the level). * * For functions having to do with the grid index inside of the room, see the "Room Grid" functions. * * @module */ import type { DoorSlot, RoomShape } from "isaac-typescript-definitions"; import { RoomType } from "isaac-typescript-definitions"; /** * Helper function to get only the adjacent room grid indexes that exist (i.e. have room data). * * This is just a filtering of the results of the `getAdjacentExistingRoomGridIndexes` function. See * that function for more information. * * @param roomGridIndex Optional. Default is the current room index. */ export declare function getAdjacentExistingRoomGridIndexes(roomGridIndex?: int): readonly int[]; /** * Helper function to get only the adjacent room grid indexes that do not exist (i.e. do not have * room data). * * This is just a filtering of the results of the `getAdjacentExistingRoomGridIndexes` function. See * that function for more information. */ export declare function getAdjacentNonExistingRoomGridIndexes(roomGridIndex?: int): readonly int[]; /** * Helper function to get all of the room grid indexes that are adjacent to a given room grid index * (even if those room grid indexes do not have any rooms in them). * * Adjacent room grid indexes that are outside of the grid will not be included in the returned * array. * * If a room grid index is provided that is outside of the grid, then an empty array will be * returned. * * Note that this function does not take the shape of the room into account; it only looks at a * single room grid index. * * @param roomGridIndex Optional. Default is the current room index. */ export declare function getAdjacentRoomGridIndexes(roomGridIndex?: int): readonly int[]; /** * Helper function to get the room safe grid index for every room on the entire floor. This includes * off-grid rooms, such as the Devil Room. * * Rooms without any data are assumed to be non-existent and are not included. */ export declare function getAllRoomGridIndexes(): readonly int[]; /** * Helper function to pick a random valid spot on the floor to insert a brand new room. Note that * some floors will not have any valid spots. If this is the case, this function will return * undefined. * * If you want to get an unseeded room, you must explicitly pass `undefined` to the `seedOrRNG` * parameter. * * @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 ensureDeadEnd Optional. Whether to pick a valid dead end attached to a normal room. If * false, the function will randomly pick from any valid location that would * have a red door. * @returns Either a tuple of adjacent room grid index, `DoorSlot`, and new room grid index, or * undefined. */ export declare function getNewRoomCandidate(seedOrRNG: Seed | RNG | undefined, ensureDeadEnd?: boolean): { readonly adjacentRoomGridIndex: int; readonly doorSlot: DoorSlot; readonly newRoomGridIndex: int; } | undefined; /** * Helper function to iterate through the possible doors for a room and see if any of them would be * a valid spot to insert a brand new room on the floor. * * @param roomGridIndex Optional. Default is the current room index. * @param ensureDeadEnd Optional. Whether to only include doors that lead to a valid dead end * attached to a normal room. If false, the function will include all doors * that would have a red door. * @returns A array of tuples of `DoorSlot` and room grid index. */ export declare function getNewRoomCandidatesBesideRoom(roomGridIndex?: int, ensureDeadEnd?: boolean): ReadonlyArray<{ readonly doorSlot: DoorSlot; readonly roomGridIndex: int; }>; /** * Helper function to get all of the spots on the floor to insert a brand new room. * * @param ensureDeadEnd Optional. Whether to only include spots that are a valid dead end attached * to a normal room. If false, the function will include all valid spots that * have a red door. * @returns A array of tuples containing the adjacent room grid index, the `DoorSlot`, and the new * room grid index. */ export declare function getNewRoomCandidatesForLevel(ensureDeadEnd?: boolean): ReadonlyArray<{ readonly adjacentRoomGridIndex: int; readonly doorSlot: DoorSlot; readonly newRoomGridIndex: int; }>; /** * Helper function to get the grid indexes of all the rooms connected to the given room index, * taking the shape of the room into account. (This will only include rooms with valid data.) * * Returns an empty map if the provided room grid index is out of bounds or has no associated room * data. * * @param roomGridIndex Optional. Default is the current room index. * @returns A map of `DoorSlot` to the corresponding room grid index. */ export declare function getRoomAdjacentGridIndexes(roomGridIndex?: int): ReadonlyMap<DoorSlot, int>; /** * Helper function to get an array of all of the room descriptors for rooms that match the specified * room type. * * This function only searches through rooms in the current dimension and rooms inside the grid. * * This function is variadic, meaning that you can specify N arguments to get the combined room * descriptors for N room types. */ export declare function getRoomDescriptorsForType(...roomTypes: readonly RoomType[]): readonly RoomDescriptor[]; /** * Helper function to get an array of all of the safe grid indexes for rooms that match the * specified room type. * * This function only searches through rooms in the current dimension. * * This function is variadic, meaning that you can specify N arguments to get the combined grid * indexes for N room types. */ export declare function getRoomGridIndexesForType(...roomTypes: readonly RoomType[]): readonly int[]; /** * Helper function to get only the adjacent room grid indexes for a room shape that exist (i.e. have * room data). * * This is just a filtering of the results of the `getRoomShapeAdjacentGridIndexes` function. See * that function for more information. */ export declare function getRoomShapeAdjacentExistingGridIndexes(safeRoomGridIndex: int, roomShape: RoomShape): ReadonlyMap<DoorSlot, int>; /** * Helper function to get the room grid index delta that each hypothetical door in a given room * shape would go to. * * This is used by the `getRoomShapeAdjacentGridIndexes` function. * * @returns A map of `DoorSlot` to the corresponding room grid index delta. */ export declare function getRoomShapeAdjacentGridIndexDeltas(roomShape: RoomShape): ReadonlyMap<DoorSlot, int>; /** * Helper function to get the room grid index that each hypothetical door in a given room shape * would go to. (This will not include room grid indexes that are outside of the grid.) * * @param safeRoomGridIndex This must be the room safe grid index (i.e. the top-left room grid index * for the respective room). * @param roomShape The shape of the hypothetical room. * @returns A map of `DoorSlot` to the corresponding room grid index. */ export declare function getRoomShapeAdjacentGridIndexes(safeRoomGridIndex: int, roomShape: RoomShape): ReadonlyMap<DoorSlot, int>; /** * Helper function to get only the adjacent room grid indexes for a room shape that do not exist * (i.e. do not have room data). * * This is just a filtering of the results of the `getRoomShapeAdjacentGridIndexes` function. See * that function for more information. */ export declare function getRoomShapeAdjacentNonExistingGridIndexes(safeRoomGridIndex: int, roomShape: RoomShape): ReadonlyMap<DoorSlot, int>; /** * Helper function to determine if the current room grid index is inside of the normal 13x13 level * grid. * * For example, Devil Rooms and the Mega Satan room are not considered to be inside the grid. */ export declare function inGrid(): boolean; /** * Helper function to detect if the current room was created by the Red Key item. * * Under the hood, this checks for the `RoomDescriptorFlag.FLAG_RED_ROOM` flag. */ export declare function inRedKeyRoom(): boolean; /** * Helper function to check if the given room grid index is a dead end. Specifically, this is * defined as having only one adjacent room that exists. * * Note that this function does not take the shape of the room into account; it only looks at a * single room grid index. * * This function does not care if the given room grid index actually exists, so you can use it to * check if a hypothetical room would be a dead end. * * @param roomGridIndex Optional. Default is the current room index. */ export declare function isDeadEnd(roomGridIndex?: int): boolean; export declare function isDoorSlotValidAtGridIndex(doorSlot: DoorSlot, roomGridIndex: int): boolean; export declare function isDoorSlotValidAtGridIndexForRedRoom(doorSlot: DoorSlot, roomGridIndex: int): boolean; /** * Helper function to detect if the provided room was created by the Red Key item. * * Under the hood, this checks for the `RoomDescriptorFlag.FLAG_RED_ROOM` flag. * * @param roomGridIndex Optional. Default is the current room index. */ export declare function isRedKeyRoom(roomGridIndex: int): boolean; /** * Helper function to determine if a given room grid index is inside of the normal 13x13 level grid. * * For example, Devil Rooms and the Mega Satan room are not considered to be inside the grid. * * @param roomGridIndex Optional. Default is the current room index. */ export declare function isRoomInsideGrid(roomGridIndex?: int): boolean; /** * Helper function to generate a new room on the floor. * * If you want to generate an unseeded room, you must explicitly pass `undefined` to the `seedOrRNG` * parameter. * * Under the hood, this function uses the `Level.MakeRedRoomDoor` method to create the room. * * @param seedOrRNG The `Seed` or `RNG` object to use. If an `RNG` object is provided, the * `RNG.Next` method will be called. Default is `Level.GetDungeonPlacementSeed`. * Note that the RNG is only used to select the random location to put the room on * the floor; it does not influence the randomly chosen room contents. (That is * performed by the game and can not be manipulated prior to its generation.) * @param ensureDeadEnd Optional. Whether to place the room at a valid dead end attached to a normal * room. If false, it will randomly appear at any valid location that would * have a red door. * @param customRoomData Optional. By default, the newly created room will have data corresponding * to the game's randomly generated red room. If you provide this function * with room data, it will be used to override the vanilla data. * @returns The room grid index of the new room or undefined if the floor had no valid dead ends to * place a room. */ export declare function newRoom(seedOrRNG: Seed | RNG | undefined, ensureDeadEnd?: boolean, customRoomData?: RoomConfig): int | undefined; /** * Helper function to check if a room exists at the given room grid index. (A room will exist if it * has non-undefined data in the room descriptor.) */ export declare function roomExists(roomGridIndex: int): boolean; /** * Helper function to get the coordinates of a given room grid index. The floor is represented by a * 13x13 grid. * * - Since the starting room is in the center, the starting room grid index of 84 is equal to * coordinates of (6, 6). * - The top-left grid index of 0 is equal to coordinates of: (12, 0) * - The top-right grid index of 12 is equal to coordinates of: (0, 0) * - The bottom-left grid index of 156 is equal to coordinates of: (0, 12) * - The bottom-right grid index of 168 is equal to coordinates of: (12, 12) */ export declare function roomGridIndexToVector(roomGridIndex: int): Readonly<Vector>; /** * Helper function to convert a room grid index expressed as a vector back into an integer. * * Also see the `roomGridIndexToVector` helper function. */ export declare function vectorToRoomGridIndex(roomVector: Vector): int; //# sourceMappingURL=levelGrid.d.ts.map