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isaacscript-common

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Helper functions and features for IsaacScript mods.

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import type { CollectibleType, TrinketType, } from "isaac-typescript-definitions"; import { PlayerType } from "isaac-typescript-definitions"; import { FLYING_CHARACTERS, MAIN_CHARACTERS } from "../core/constants"; import { LAST_VANILLA_CHARACTER } from "../core/constantsFirstLast"; import { CHARACTER_DAMAGE_MULTIPLIERS } from "../objects/characterDamageMultipliers"; import { CHARACTER_NAMES } from "../objects/characterNames"; import { CHARACTER_SPRITE_PNG_FILE_NAMES } from "../objects/characterSpritePNGFileNames"; import { CHARACTER_STARTING_COLLECTIBLE_TYPES } from "../objects/characterStartingCollectibleTypes"; import { CHARACTER_STARTING_TRINKET_TYPE } from "../objects/characterStartingTrinketTypes"; import { CHARACTERS_THAT_START_WITH_AN_ACTIVE_ITEM_SET } from "../sets/charactersThatStartWithAnActiveItemSet"; import { CHARACTERS_WITH_BLACK_HEART_FROM_ETERNAL_HEART_SET } from "../sets/charactersWithBlackHeartFromEternalHeartSet"; import { CHARACTERS_WITH_FREE_DEVIL_DEALS_SET } from "../sets/charactersWithFreeDevilDealsSet"; import { CHARACTERS_WITH_NO_RED_HEARTS_SET } from "../sets/charactersWithNoRedHeartsSet"; import { CHARACTERS_WITH_NO_SOUL_HEARTS_SET } from "../sets/charactersWithNoSoulHeartsSet"; import { LOST_STYLE_CHARACTERS_SET } from "../sets/lostStyleCharactersSet"; import { ReadonlySet } from "../types/ReadonlySet"; type MainCharacter = (typeof MAIN_CHARACTERS)[number]; const FLYING_CHARACTERS_SET = new ReadonlySet<PlayerType>(FLYING_CHARACTERS); const MAIN_CHARACTERS_SET = new ReadonlySet<PlayerType>(MAIN_CHARACTERS); const PNG_PATH_PREFIX = "characters/costumes"; /** * Helper function to determine if the given character can have red heart containers. Returns true * for characters like Isaac, Magdalene, or Cain. Returns true for Keeper and Tainted Keeper, even * though coin containers are not technically the same as red heart containers. Returns false for * characters like Blue Baby. Returns false for The Lost and Tainted Lost. */ export function canCharacterHaveRedHearts(character: PlayerType): boolean { return !CHARACTERS_WITH_NO_RED_HEARTS_SET.has(character); } /** * Helper function to determine if the given character can have soul hearts. Returns true for * characters like Isaac, Magdalene, or Cain. Returns false for characters like Bethany. Returns * false for The Lost and Tainted Lost. */ export function canCharacterHaveSoulHearts(character: PlayerType): boolean { return !CHARACTERS_WITH_NO_SOUL_HEARTS_SET.has(character); } /** * Helper function for determining whether the given character can take free Devil Deals. (e.g. The * Lost, Tainted Lost, etc.) */ export function canCharacterTakeFreeDevilDeals(character: PlayerType): boolean { return CHARACTERS_WITH_FREE_DEVIL_DEALS_SET.has(character); } /** * Normally, characters get a red heart container upon reaching a new floor with an eternal heart, * but some characters grant a black heart instead. Returns true for Dark Judas and Tainted Judas. * Otherwise, returns false. */ export function doesCharacterGetBlackHeartFromEternalHeart( character: PlayerType, ): boolean { return CHARACTERS_WITH_BLACK_HEART_FROM_ETERNAL_HEART_SET.has(character); } /** * Helper function to determine if the specified character starts with an active item. * * For the purposes of this function, the save file is considered to be fully unlocked (e.g. Isaac * is considered to starts with the D6, but this is not the case on a brand new save file). */ export function doesCharacterStartWithActiveItem( character: PlayerType, ): boolean { return CHARACTERS_THAT_START_WITH_AN_ACTIVE_ITEM_SET.has(character); } /** * Helper function to get the numerical damage multiplier for a character. * * @param character The character to get. * @param hasWhoreOfBabylon Optional. Whether the character has the Whore of Babylon effect * currently active. Defaults to false. This is necessary because Eve's * damage multiplier changes from 0.75 to 1 when she has Whore of Babylon * active. */ export function getCharacterDamageMultiplier( character: PlayerType, hasWhoreOfBabylon = false, ): float { if (character === PlayerType.EVE && hasWhoreOfBabylon) { return 1; } return CHARACTER_DAMAGE_MULTIPLIERS[character]; } /** * - Most characters have a 56 frame death animation (i.e. the "Death" animation). * - The Lost and Tainted Lost have a 38 frame death animation (i.e. the "LostDeath" animation). * - Tainted Forgotten have a 20 frame death animation (i.e. the "ForgottenDeath" animation). */ export function getCharacterDeathAnimationName(character: PlayerType): string { if (LOST_STYLE_CHARACTERS_SET.has(character)) { return "LostDeath"; } if (character === PlayerType.FORGOTTEN_B) { return "ForgottenDeath"; } return "Death"; } /** * Returns the maximum heart containers that the provided character can have. Normally, this is 12, * but with Keeper it is 3, and with Tainted Keeper it is 2. This does not account for Birthright or * Mother's Kiss; use the `getPlayerMaxHeartContainers` helper function for that. */ export function getCharacterMaxHeartContainers(character: PlayerType): int { // 14 if (character === PlayerType.KEEPER) { return 3; } // 16 if (character === PlayerType.FORGOTTEN) { return 6; } // 17 if (character === PlayerType.SOUL) { return 6; } // 33 if (character === PlayerType.KEEPER_B) { return 2; } return 12; } /** Helper function to get the name of a character. Returns "Unknown" for modded characters. */ export function getCharacterName(character: PlayerType): string { if (isModdedCharacter(character)) { return "Unknown"; } return CHARACTER_NAMES[character]; } /** * Helper function to get the path to the sprite for a particular character. * * For example, the file path for `PlayerType.ISAAC` is * "characters/costumes/character_001_isaac.png". */ export function getCharacterSpritePNGFilePath(character: PlayerType): string { const fileName = CHARACTER_SPRITE_PNG_FILE_NAMES[character]; return `${PNG_PATH_PREFIX}/${fileName}`; } /** * Helper function to get the collectibles that are granted to a particular character at the * beginning of a run. * * Note that this will return an empty array for Eden and Tainted Eden. */ export function getCharacterStartingCollectibleTypes( character: PlayerType, ): readonly CollectibleType[] { return CHARACTER_STARTING_COLLECTIBLE_TYPES[character]; } /** * Helper function to get the trinket that is granted to a particular character at the beginning of * a run. Returns undefined if the character does not start with a trinket. * * Note that this will return undefined for Eden and Tainted Eden. */ export function getCharacterStartingTrinketType( character: PlayerType, ): TrinketType | undefined { return CHARACTER_STARTING_TRINKET_TYPE[character]; } /** * Helper function to get the "main" version of the character. In other words, this is the character * that selectable from the main menu (and has achievements related to completing the various bosses * and so on). * * For example, the main character for `PlayerType.MAGDALENE` (1) is also `PlayerType.MAGDALENE` * (1), but the main character for `PlayerType.LAZARUS_2` (11) would be `PlayerType.LAZARUS` (8). * * For `PlayerType.POSSESSOR` (-1) and modded characters, the same character will be returned. */ export function getMainCharacter(character: PlayerType): PlayerType { if (isMainCharacter(character) || isModdedCharacter(character)) { return character; } switch (character) { // -1 case PlayerType.POSSESSOR: { return PlayerType.POSSESSOR; } // 11 case PlayerType.LAZARUS_2: { return PlayerType.LAZARUS; } // 12 case PlayerType.DARK_JUDAS: { return PlayerType.JUDAS; } // 17 case PlayerType.SOUL: { return PlayerType.FORGOTTEN; } // 20 case PlayerType.ESAU: { return PlayerType.JACOB; } // 38 case PlayerType.LAZARUS_2_B: { return PlayerType.LAZARUS_2; } // 39 case PlayerType.JACOB_2_B: { return PlayerType.JACOB_B; } // 40 case PlayerType.SOUL_B: { return PlayerType.FORGOTTEN_B; } } } export function isFlyingCharacter(character: PlayerType): boolean { return FLYING_CHARACTERS_SET.has(character); } /** * Helper function to check if the provided character is one of the characters that are selectable * from the main menu (and have achievements related to completing the various bosses and so on). */ export function isMainCharacter( character: PlayerType, ): character is MainCharacter { return MAIN_CHARACTERS_SET.has(character); } export function isModdedCharacter(character: PlayerType): boolean { return !isVanillaCharacter(character); } export function isVanillaCharacter(character: PlayerType): boolean { return character <= LAST_VANILLA_CHARACTER; }