@paintswap/estfor-definitions 0.1.30 → 0.1.36
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/.eslintrc.json +27 -27
- package/.github/workflows/publish_npm.yml +18 -0
- package/.prettierrc +6 -6
- package/LICENSE +21 -21
- package/README.md +141 -135
- package/asconfig.json +17 -17
- package/constants.d.ts +647 -647
- package/constants.js +719 -719
- package/index.d.ts +4 -4
- package/index.js +9 -9
- package/package.json +47 -47
- package/src/constants.ts +745 -745
- package/src/index.ts +5 -5
- package/src/types.ts +464 -452
- package/src/whitelisted_admins.ts +13 -13
- package/src/whitelisted_alpha_snapshot.ts +5484 -5484
- package/tsconfig.json +9 -9
- package/types.d.ts +407 -396
- package/types.d.ts.map +1 -1
- package/types.js +458 -446
- package/whitelisted_admins.d.ts +2 -2
- package/whitelisted_admins.js +16 -16
- package/whitelisted_alpha_snapshot.d.ts +2 -2
- package/whitelisted_alpha_snapshot.d.ts.map +1 -1
- package/whitelisted_alpha_snapshot.js +5487 -5487
package/types.js
CHANGED
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@@ -1,446 +1,458 @@
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"use strict";
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Object.defineProperty(exports, "__esModule", { value: true });
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exports.RandomWords = exports.Action = exports.ActionChoice = exports.ActionChoiceInput = exports.ShopItem = exports.UserItemNFT = exports.Item = exports.QueuedAction = exports.LastFullEquipment = exports.ActivityInfo = exports.Activity = exports.Direction = exports.ActivityType = exports.GlobalPlayerStats = exports.User = exports.Player = exports.XPThresholdReward = exports.XPThresholdRewardInput = exports.PendingFlags = exports.PendingOutput = exports.noAttire = exports.defaultInputItem = exports.emptyNonCombatStats = exports.emptyCombatStats = exports.NonCombatStats = exports.CombatStats = exports.InputItem = exports.ActionInput = exports.RandomReward = exports.GuaranteedReward = exports.ActionInfo = exports.QueuedActionInput = exports.Equipment = exports.CombatStyle = exports.ActionQueueStatus = exports.Attire = exports.EquipPosition = exports.Skill = exports.BoostType = void 0;
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var BoostType;
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(function (BoostType) {
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BoostType[BoostType["NONE"] = 0] = "NONE";
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BoostType[BoostType["ANY_XP"] = 1] = "ANY_XP";
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BoostType[BoostType["COMBAT_XP"] = 2] = "COMBAT_XP";
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BoostType[BoostType["NON_COMBAT_XP"] = 3] = "NON_COMBAT_XP";
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BoostType[BoostType["GATHERING"] = 4] = "GATHERING";
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BoostType[BoostType["ABSENCE"] = 5] = "ABSENCE";
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})(BoostType = exports.BoostType || (exports.BoostType = {}));
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var Skill;
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(function (Skill) {
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Skill[Skill["NONE"] = 0] = "NONE";
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Skill[Skill["COMBAT"] = 1] = "COMBAT";
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Skill[Skill["MELEE"] = 2] = "MELEE";
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Skill[Skill["RANGE"] = 3] = "RANGE";
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Skill[Skill["MAGIC"] = 4] = "MAGIC";
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Skill[Skill["DEFENCE"] = 5] = "DEFENCE";
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Skill[Skill["HEALTH"] = 6] = "HEALTH";
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Skill[Skill["MINING"] = 7] = "MINING";
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Skill[Skill["WOODCUTTING"] = 8] = "WOODCUTTING";
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Skill[Skill["FISHING"] = 9] = "FISHING";
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Skill[Skill["SMITHING"] = 10] = "SMITHING";
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Skill[Skill["THIEVING"] = 11] = "THIEVING";
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Skill[Skill["CRAFTING"] = 12] = "CRAFTING";
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Skill[Skill["COOKING"] = 13] = "COOKING";
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Skill[Skill["FIREMAKING"] = 14] = "FIREMAKING";
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})(Skill = exports.Skill || (exports.Skill = {}));
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var EquipPosition;
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(function (EquipPosition) {
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EquipPosition[EquipPosition["NONE"] = 0] = "NONE";
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EquipPosition[EquipPosition["HEAD"] = 1] = "HEAD";
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EquipPosition[EquipPosition["NECK"] = 2] = "NECK";
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EquipPosition[EquipPosition["BODY"] = 3] = "BODY";
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EquipPosition[EquipPosition["ARMS"] = 4] = "ARMS";
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EquipPosition[EquipPosition["LEGS"] = 5] = "LEGS";
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EquipPosition[EquipPosition["FEET"] = 6] = "FEET";
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EquipPosition[EquipPosition["SPARE1"] = 7] = "SPARE1";
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EquipPosition[EquipPosition["SPARE2"] = 8] = "SPARE2";
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EquipPosition[EquipPosition["LEFT_HAND"] = 9] = "LEFT_HAND";
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EquipPosition[EquipPosition["RIGHT_HAND"] = 10] = "RIGHT_HAND";
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EquipPosition[EquipPosition["BOTH_HANDS"] = 11] = "BOTH_HANDS";
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EquipPosition[EquipPosition["ARROW_SATCHEL"] = 12] = "ARROW_SATCHEL";
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EquipPosition[EquipPosition["MAGIC_BAG"] = 13] = "MAGIC_BAG";
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EquipPosition[EquipPosition["FOOD"] = 14] = "FOOD";
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EquipPosition[EquipPosition["AUX"] = 15] = "AUX";
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EquipPosition[EquipPosition["BOOST_VIAL"] = 16] = "BOOST_VIAL";
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})(EquipPosition = exports.EquipPosition || (exports.EquipPosition = {}));
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class Attire {
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head = 0;
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neck = 0;
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body = 0;
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arms = 0;
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legs = 0;
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feet = 0;
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ring = 0;
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reserved1 = 0;
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queueId = 0;
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}
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exports.Attire = Attire;
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var ActionQueueStatus;
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(function (ActionQueueStatus) {
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ActionQueueStatus[ActionQueueStatus["NONE"] = 0] = "NONE";
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ActionQueueStatus[ActionQueueStatus["APPEND"] = 1] = "APPEND";
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ActionQueueStatus[ActionQueueStatus["KEEP_LAST_IN_PROGRESS"] = 2] = "KEEP_LAST_IN_PROGRESS";
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})(ActionQueueStatus = exports.ActionQueueStatus || (exports.ActionQueueStatus = {}));
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var CombatStyle;
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(function (CombatStyle) {
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CombatStyle[CombatStyle["NONE"] = 0] = "NONE";
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CombatStyle[CombatStyle["ATTACK"] = 1] = "ATTACK";
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CombatStyle[CombatStyle["DEFENCE"] = 2] = "DEFENCE";
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})(CombatStyle = exports.CombatStyle || (exports.CombatStyle = {}));
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class Equipment {
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itemTokenId = 0;
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amount = 0;
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}
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exports.Equipment = Equipment;
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class QueuedActionInput {
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attire = new Attire();
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actionId = 0;
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regenerateId = 0; // Food (combat), maybe something for non-combat later
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choiceId = 0; // Melee/Arrow/Magic (combat), logs, ore (non-combat)
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choiceId1 = 0; // Reserved (TBD)
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choiceId2 = 0; // Reserved (TBD)
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combatStyle = CombatStyle.NONE;
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timespan = 0; // How long to queue the action for
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rightHandEquipmentTokenId = 0;
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leftHandEquipmentTokenId = 0;
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skill = Skill.NONE;
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}
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exports.QueuedActionInput = QueuedActionInput;
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class ActionInfo {
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skill = Skill.NONE;
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isAvailable = true;
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isDynamic = false;
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actionChoiceRequired = false;
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xpPerHour = 0;
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numSpawned = 0;
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minXP = 0;
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handItemTokenIdRangeMin = 0;
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handItemTokenIdRangeMax = 0;
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successPercent = 0;
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}
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exports.ActionInfo = ActionInfo;
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class GuaranteedReward {
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itemTokenId = 0;
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rate = 0; // base 100, 2 decimal places
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}
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exports.GuaranteedReward = GuaranteedReward;
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class RandomReward {
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itemTokenId = 0;
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chance = 0; // out of 65335
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amount = 0;
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}
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exports.RandomReward = RandomReward;
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class ActionInput {
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actionId = 0;
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info = new ActionInfo();
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guaranteedRewards = [];
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randomRewards = [];
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combatStats = new CombatStats();
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}
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exports.ActionInput = ActionInput;
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// Contains everything you need to create an item
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class InputItem {
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combatStats = new CombatStats();
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nonCombatStats = new NonCombatStats();
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tokenId = 0;
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equipPosition = EquipPosition.NONE;
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// Can this be transferred to another player?
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isTransferable = true;
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// Minimum requirements in this skill
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skill = Skill.NONE;
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minXP = 0;
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// Food
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healthRestored = 0;
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// Boost
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boostType = BoostType.NONE;
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boostValue = 0; // Varies, could be the % increase
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boostDuration = 0; // How long the effect of the boost last
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// uri
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metadataURI = '';
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// name of the item
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name = '';
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}
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exports.InputItem = InputItem;
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class CombatStats {
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melee = 0;
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magic = 0;
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range = 0;
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meleeDefence = 0;
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magicDefence = 0;
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rangeDefence = 0;
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health = 0;
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}
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exports.CombatStats = CombatStats;
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class NonCombatStats {
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skill = Skill.NONE;
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diff = 0;
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}
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exports.NonCombatStats = NonCombatStats;
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exports.emptyCombatStats = new CombatStats();
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exports.emptyNonCombatStats = new NonCombatStats();
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exports.defaultInputItem = new InputItem();
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exports.noAttire = new Attire();
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class PendingOutput {
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consumed = [];
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produced = [];
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producedPastRandomRewards = [];
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producedXPRewards = [];
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xpGained = 0;
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died = false;
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}
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exports.PendingOutput = PendingOutput;
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class PendingFlags {
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includeLoot = true; // Guaranteed loot from actions, and random loot if claiming quite late
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includePastRandomRewards = true; // This is random loot from previous actions
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includeXPRewards = true; // Passing any xp thresholds gives you extra rewards
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}
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exports.PendingFlags = PendingFlags;
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class XPThresholdRewardInput {
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xpThreshold = 0;
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equipments = [];
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}
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exports.XPThresholdRewardInput = XPThresholdRewardInput;
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class XPThresholdReward {
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id = ''; // XP for the reward
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xp = ''; // same as id
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rewardItemAmounts = [];
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rewardItemTokenIds = [];
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}
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exports.XPThresholdReward = XPThresholdReward;
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class Player {
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id = '0';
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tokenId = '0';
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avatarId = '1';
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owner = '';
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name = '';
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lastTimestamp = '0';
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mintedNumber = '0'; // Will be unique, use for sorting
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mintedTimestamp = '0';
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isActive = false; // Is this player the active one for the owner
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numActivities = 0; // Not used yet
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pendingRandomRewards = []; // Timestamps for any rewards which are waiting on the next seed
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speedMultiplier = 1;
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/* Action XP */
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woodcuttingXP = '0';
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firemakingXP = '0';
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fishingXP = '0';
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cookingXP = '0';
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miningXP = '0';
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smithingXP = '0';
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craftingXP = '0';
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thievingXP = '0';
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totalXP = '0';
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/* Combat XP */
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healthXP = '0';
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meleeXP = '0';
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defenceXP = '0';
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magicXP = '0';
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rangeXP = '0';
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/** Ranks */
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woodcuttingRank = 0;
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firemakingRank = 0;
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fishingRank = 0;
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cookingRank = 0;
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miningRank = 0;
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smithingRank = 0;
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craftingRank = 0;
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thievingRank = 0;
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meleeRank = 0;
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magicRank = 0;
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rangeRank = 0;
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defenceRank = 0;
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healthRank = 0;
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combinedRank = 0;
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/* Boost */
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boostStartTime = 0;
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boostDuration = 0;
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boostVal = 0;
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boostType;
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boostItemTokenId = 0;
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}
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exports.Player = Player;
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class User {
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id = '0';
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totalSold = '0';
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totalBought = '0';
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numPlayers = 0;
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}
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exports.User = User;
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class GlobalPlayerStats {
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totalPlayers = '0';
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ActivityType[ActivityType["
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ActivityType[ActivityType["
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ActivityType[ActivityType["
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ActivityType[ActivityType["
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1
|
+
"use strict";
|
|
2
|
+
Object.defineProperty(exports, "__esModule", { value: true });
|
|
3
|
+
exports.RandomWords = exports.Action = exports.ActionChoice = exports.ActionChoiceInput = exports.ShopItem = exports.UserItemNFT = exports.Item = exports.QueuedAction = exports.LastFullEquipment = exports.ActivityInfo = exports.Activity = exports.ActivityUndertaker = exports.Direction = exports.ActivityType = exports.GlobalPlayerStats = exports.User = exports.Player = exports.XPThresholdReward = exports.XPThresholdRewardInput = exports.PendingFlags = exports.PendingOutput = exports.noAttire = exports.defaultInputItem = exports.emptyNonCombatStats = exports.emptyCombatStats = exports.NonCombatStats = exports.CombatStats = exports.InputItem = exports.ActionInput = exports.RandomReward = exports.GuaranteedReward = exports.ActionInfo = exports.QueuedActionInput = exports.Equipment = exports.CombatStyle = exports.ActionQueueStatus = exports.Attire = exports.EquipPosition = exports.Skill = exports.BoostType = void 0;
|
|
4
|
+
var BoostType;
|
|
5
|
+
(function (BoostType) {
|
|
6
|
+
BoostType[BoostType["NONE"] = 0] = "NONE";
|
|
7
|
+
BoostType[BoostType["ANY_XP"] = 1] = "ANY_XP";
|
|
8
|
+
BoostType[BoostType["COMBAT_XP"] = 2] = "COMBAT_XP";
|
|
9
|
+
BoostType[BoostType["NON_COMBAT_XP"] = 3] = "NON_COMBAT_XP";
|
|
10
|
+
BoostType[BoostType["GATHERING"] = 4] = "GATHERING";
|
|
11
|
+
BoostType[BoostType["ABSENCE"] = 5] = "ABSENCE";
|
|
12
|
+
})(BoostType = exports.BoostType || (exports.BoostType = {}));
|
|
13
|
+
var Skill;
|
|
14
|
+
(function (Skill) {
|
|
15
|
+
Skill[Skill["NONE"] = 0] = "NONE";
|
|
16
|
+
Skill[Skill["COMBAT"] = 1] = "COMBAT";
|
|
17
|
+
Skill[Skill["MELEE"] = 2] = "MELEE";
|
|
18
|
+
Skill[Skill["RANGE"] = 3] = "RANGE";
|
|
19
|
+
Skill[Skill["MAGIC"] = 4] = "MAGIC";
|
|
20
|
+
Skill[Skill["DEFENCE"] = 5] = "DEFENCE";
|
|
21
|
+
Skill[Skill["HEALTH"] = 6] = "HEALTH";
|
|
22
|
+
Skill[Skill["MINING"] = 7] = "MINING";
|
|
23
|
+
Skill[Skill["WOODCUTTING"] = 8] = "WOODCUTTING";
|
|
24
|
+
Skill[Skill["FISHING"] = 9] = "FISHING";
|
|
25
|
+
Skill[Skill["SMITHING"] = 10] = "SMITHING";
|
|
26
|
+
Skill[Skill["THIEVING"] = 11] = "THIEVING";
|
|
27
|
+
Skill[Skill["CRAFTING"] = 12] = "CRAFTING";
|
|
28
|
+
Skill[Skill["COOKING"] = 13] = "COOKING";
|
|
29
|
+
Skill[Skill["FIREMAKING"] = 14] = "FIREMAKING";
|
|
30
|
+
})(Skill = exports.Skill || (exports.Skill = {}));
|
|
31
|
+
var EquipPosition;
|
|
32
|
+
(function (EquipPosition) {
|
|
33
|
+
EquipPosition[EquipPosition["NONE"] = 0] = "NONE";
|
|
34
|
+
EquipPosition[EquipPosition["HEAD"] = 1] = "HEAD";
|
|
35
|
+
EquipPosition[EquipPosition["NECK"] = 2] = "NECK";
|
|
36
|
+
EquipPosition[EquipPosition["BODY"] = 3] = "BODY";
|
|
37
|
+
EquipPosition[EquipPosition["ARMS"] = 4] = "ARMS";
|
|
38
|
+
EquipPosition[EquipPosition["LEGS"] = 5] = "LEGS";
|
|
39
|
+
EquipPosition[EquipPosition["FEET"] = 6] = "FEET";
|
|
40
|
+
EquipPosition[EquipPosition["SPARE1"] = 7] = "SPARE1";
|
|
41
|
+
EquipPosition[EquipPosition["SPARE2"] = 8] = "SPARE2";
|
|
42
|
+
EquipPosition[EquipPosition["LEFT_HAND"] = 9] = "LEFT_HAND";
|
|
43
|
+
EquipPosition[EquipPosition["RIGHT_HAND"] = 10] = "RIGHT_HAND";
|
|
44
|
+
EquipPosition[EquipPosition["BOTH_HANDS"] = 11] = "BOTH_HANDS";
|
|
45
|
+
EquipPosition[EquipPosition["ARROW_SATCHEL"] = 12] = "ARROW_SATCHEL";
|
|
46
|
+
EquipPosition[EquipPosition["MAGIC_BAG"] = 13] = "MAGIC_BAG";
|
|
47
|
+
EquipPosition[EquipPosition["FOOD"] = 14] = "FOOD";
|
|
48
|
+
EquipPosition[EquipPosition["AUX"] = 15] = "AUX";
|
|
49
|
+
EquipPosition[EquipPosition["BOOST_VIAL"] = 16] = "BOOST_VIAL";
|
|
50
|
+
})(EquipPosition = exports.EquipPosition || (exports.EquipPosition = {}));
|
|
51
|
+
class Attire {
|
|
52
|
+
head = 0;
|
|
53
|
+
neck = 0;
|
|
54
|
+
body = 0;
|
|
55
|
+
arms = 0;
|
|
56
|
+
legs = 0;
|
|
57
|
+
feet = 0;
|
|
58
|
+
ring = 0;
|
|
59
|
+
reserved1 = 0;
|
|
60
|
+
queueId = 0;
|
|
61
|
+
}
|
|
62
|
+
exports.Attire = Attire;
|
|
63
|
+
var ActionQueueStatus;
|
|
64
|
+
(function (ActionQueueStatus) {
|
|
65
|
+
ActionQueueStatus[ActionQueueStatus["NONE"] = 0] = "NONE";
|
|
66
|
+
ActionQueueStatus[ActionQueueStatus["APPEND"] = 1] = "APPEND";
|
|
67
|
+
ActionQueueStatus[ActionQueueStatus["KEEP_LAST_IN_PROGRESS"] = 2] = "KEEP_LAST_IN_PROGRESS";
|
|
68
|
+
})(ActionQueueStatus = exports.ActionQueueStatus || (exports.ActionQueueStatus = {}));
|
|
69
|
+
var CombatStyle;
|
|
70
|
+
(function (CombatStyle) {
|
|
71
|
+
CombatStyle[CombatStyle["NONE"] = 0] = "NONE";
|
|
72
|
+
CombatStyle[CombatStyle["ATTACK"] = 1] = "ATTACK";
|
|
73
|
+
CombatStyle[CombatStyle["DEFENCE"] = 2] = "DEFENCE";
|
|
74
|
+
})(CombatStyle = exports.CombatStyle || (exports.CombatStyle = {}));
|
|
75
|
+
class Equipment {
|
|
76
|
+
itemTokenId = 0;
|
|
77
|
+
amount = 0;
|
|
78
|
+
}
|
|
79
|
+
exports.Equipment = Equipment;
|
|
80
|
+
class QueuedActionInput {
|
|
81
|
+
attire = new Attire();
|
|
82
|
+
actionId = 0;
|
|
83
|
+
regenerateId = 0; // Food (combat), maybe something for non-combat later
|
|
84
|
+
choiceId = 0; // Melee/Arrow/Magic (combat), logs, ore (non-combat)
|
|
85
|
+
choiceId1 = 0; // Reserved (TBD)
|
|
86
|
+
choiceId2 = 0; // Reserved (TBD)
|
|
87
|
+
combatStyle = CombatStyle.NONE;
|
|
88
|
+
timespan = 0; // How long to queue the action for
|
|
89
|
+
rightHandEquipmentTokenId = 0;
|
|
90
|
+
leftHandEquipmentTokenId = 0;
|
|
91
|
+
skill = Skill.NONE;
|
|
92
|
+
}
|
|
93
|
+
exports.QueuedActionInput = QueuedActionInput;
|
|
94
|
+
class ActionInfo {
|
|
95
|
+
skill = Skill.NONE;
|
|
96
|
+
isAvailable = true;
|
|
97
|
+
isDynamic = false;
|
|
98
|
+
actionChoiceRequired = false;
|
|
99
|
+
xpPerHour = 0;
|
|
100
|
+
numSpawned = 0;
|
|
101
|
+
minXP = 0;
|
|
102
|
+
handItemTokenIdRangeMin = 0;
|
|
103
|
+
handItemTokenIdRangeMax = 0;
|
|
104
|
+
successPercent = 0;
|
|
105
|
+
}
|
|
106
|
+
exports.ActionInfo = ActionInfo;
|
|
107
|
+
class GuaranteedReward {
|
|
108
|
+
itemTokenId = 0;
|
|
109
|
+
rate = 0; // base 100, 2 decimal places
|
|
110
|
+
}
|
|
111
|
+
exports.GuaranteedReward = GuaranteedReward;
|
|
112
|
+
class RandomReward {
|
|
113
|
+
itemTokenId = 0;
|
|
114
|
+
chance = 0; // out of 65335
|
|
115
|
+
amount = 0;
|
|
116
|
+
}
|
|
117
|
+
exports.RandomReward = RandomReward;
|
|
118
|
+
class ActionInput {
|
|
119
|
+
actionId = 0;
|
|
120
|
+
info = new ActionInfo();
|
|
121
|
+
guaranteedRewards = [];
|
|
122
|
+
randomRewards = [];
|
|
123
|
+
combatStats = new CombatStats();
|
|
124
|
+
}
|
|
125
|
+
exports.ActionInput = ActionInput;
|
|
126
|
+
// Contains everything you need to create an item
|
|
127
|
+
class InputItem {
|
|
128
|
+
combatStats = new CombatStats();
|
|
129
|
+
nonCombatStats = new NonCombatStats();
|
|
130
|
+
tokenId = 0;
|
|
131
|
+
equipPosition = EquipPosition.NONE;
|
|
132
|
+
// Can this be transferred to another player?
|
|
133
|
+
isTransferable = true;
|
|
134
|
+
// Minimum requirements in this skill
|
|
135
|
+
skill = Skill.NONE;
|
|
136
|
+
minXP = 0;
|
|
137
|
+
// Food
|
|
138
|
+
healthRestored = 0;
|
|
139
|
+
// Boost
|
|
140
|
+
boostType = BoostType.NONE;
|
|
141
|
+
boostValue = 0; // Varies, could be the % increase
|
|
142
|
+
boostDuration = 0; // How long the effect of the boost last
|
|
143
|
+
// uri
|
|
144
|
+
metadataURI = '';
|
|
145
|
+
// name of the item
|
|
146
|
+
name = '';
|
|
147
|
+
}
|
|
148
|
+
exports.InputItem = InputItem;
|
|
149
|
+
class CombatStats {
|
|
150
|
+
melee = 0;
|
|
151
|
+
magic = 0;
|
|
152
|
+
range = 0;
|
|
153
|
+
meleeDefence = 0;
|
|
154
|
+
magicDefence = 0;
|
|
155
|
+
rangeDefence = 0;
|
|
156
|
+
health = 0;
|
|
157
|
+
}
|
|
158
|
+
exports.CombatStats = CombatStats;
|
|
159
|
+
class NonCombatStats {
|
|
160
|
+
skill = Skill.NONE;
|
|
161
|
+
diff = 0;
|
|
162
|
+
}
|
|
163
|
+
exports.NonCombatStats = NonCombatStats;
|
|
164
|
+
exports.emptyCombatStats = new CombatStats();
|
|
165
|
+
exports.emptyNonCombatStats = new NonCombatStats();
|
|
166
|
+
exports.defaultInputItem = new InputItem();
|
|
167
|
+
exports.noAttire = new Attire();
|
|
168
|
+
class PendingOutput {
|
|
169
|
+
consumed = [];
|
|
170
|
+
produced = [];
|
|
171
|
+
producedPastRandomRewards = [];
|
|
172
|
+
producedXPRewards = [];
|
|
173
|
+
xpGained = 0;
|
|
174
|
+
died = false;
|
|
175
|
+
}
|
|
176
|
+
exports.PendingOutput = PendingOutput;
|
|
177
|
+
class PendingFlags {
|
|
178
|
+
includeLoot = true; // Guaranteed loot from actions, and random loot if claiming quite late
|
|
179
|
+
includePastRandomRewards = true; // This is random loot from previous actions
|
|
180
|
+
includeXPRewards = true; // Passing any xp thresholds gives you extra rewards
|
|
181
|
+
}
|
|
182
|
+
exports.PendingFlags = PendingFlags;
|
|
183
|
+
class XPThresholdRewardInput {
|
|
184
|
+
xpThreshold = 0;
|
|
185
|
+
equipments = [];
|
|
186
|
+
}
|
|
187
|
+
exports.XPThresholdRewardInput = XPThresholdRewardInput;
|
|
188
|
+
class XPThresholdReward {
|
|
189
|
+
id = ''; // XP for the reward
|
|
190
|
+
xp = ''; // same as id
|
|
191
|
+
rewardItemAmounts = [];
|
|
192
|
+
rewardItemTokenIds = [];
|
|
193
|
+
}
|
|
194
|
+
exports.XPThresholdReward = XPThresholdReward;
|
|
195
|
+
class Player {
|
|
196
|
+
id = '0';
|
|
197
|
+
tokenId = '0';
|
|
198
|
+
avatarId = '1';
|
|
199
|
+
owner = '';
|
|
200
|
+
name = '';
|
|
201
|
+
lastTimestamp = '0';
|
|
202
|
+
mintedNumber = '0'; // Will be unique, use for sorting
|
|
203
|
+
mintedTimestamp = '0';
|
|
204
|
+
isActive = false; // Is this player the active one for the owner
|
|
205
|
+
numActivities = 0; // Not used yet
|
|
206
|
+
pendingRandomRewards = []; // Timestamps for any rewards which are waiting on the next seed
|
|
207
|
+
speedMultiplier = 1;
|
|
208
|
+
/* Action XP */
|
|
209
|
+
woodcuttingXP = '0';
|
|
210
|
+
firemakingXP = '0';
|
|
211
|
+
fishingXP = '0';
|
|
212
|
+
cookingXP = '0';
|
|
213
|
+
miningXP = '0';
|
|
214
|
+
smithingXP = '0';
|
|
215
|
+
craftingXP = '0';
|
|
216
|
+
thievingXP = '0';
|
|
217
|
+
totalXP = '0';
|
|
218
|
+
/* Combat XP */
|
|
219
|
+
healthXP = '0';
|
|
220
|
+
meleeXP = '0';
|
|
221
|
+
defenceXP = '0';
|
|
222
|
+
magicXP = '0';
|
|
223
|
+
rangeXP = '0';
|
|
224
|
+
/** Ranks */
|
|
225
|
+
woodcuttingRank = 0;
|
|
226
|
+
firemakingRank = 0;
|
|
227
|
+
fishingRank = 0;
|
|
228
|
+
cookingRank = 0;
|
|
229
|
+
miningRank = 0;
|
|
230
|
+
smithingRank = 0;
|
|
231
|
+
craftingRank = 0;
|
|
232
|
+
thievingRank = 0;
|
|
233
|
+
meleeRank = 0;
|
|
234
|
+
magicRank = 0;
|
|
235
|
+
rangeRank = 0;
|
|
236
|
+
defenceRank = 0;
|
|
237
|
+
healthRank = 0;
|
|
238
|
+
combinedRank = 0;
|
|
239
|
+
/* Boost */
|
|
240
|
+
boostStartTime = 0;
|
|
241
|
+
boostDuration = 0;
|
|
242
|
+
boostVal = 0;
|
|
243
|
+
boostType;
|
|
244
|
+
boostItemTokenId = 0;
|
|
245
|
+
}
|
|
246
|
+
exports.Player = Player;
|
|
247
|
+
class User {
|
|
248
|
+
id = '0';
|
|
249
|
+
totalSold = '0';
|
|
250
|
+
totalBought = '0';
|
|
251
|
+
numPlayers = 0;
|
|
252
|
+
}
|
|
253
|
+
exports.User = User;
|
|
254
|
+
class GlobalPlayerStats {
|
|
255
|
+
totalPlayers = '0';
|
|
256
|
+
totalAvatars = [];
|
|
257
|
+
}
|
|
258
|
+
exports.GlobalPlayerStats = GlobalPlayerStats;
|
|
259
|
+
var ActivityType;
|
|
260
|
+
(function (ActivityType) {
|
|
261
|
+
ActivityType[ActivityType["Buy"] = 0] = "Buy";
|
|
262
|
+
ActivityType[ActivityType["Sell"] = 1] = "Sell";
|
|
263
|
+
ActivityType[ActivityType["ActionPartiallyFinished"] = 2] = "ActionPartiallyFinished";
|
|
264
|
+
ActivityType[ActivityType["ActionFinished"] = 3] = "ActionFinished";
|
|
265
|
+
ActivityType[ActivityType["XPThresholdReward"] = 4] = "XPThresholdReward";
|
|
266
|
+
ActivityType[ActivityType["DailyReward"] = 5] = "DailyReward";
|
|
267
|
+
ActivityType[ActivityType["WeeklyReward"] = 6] = "WeeklyReward";
|
|
268
|
+
ActivityType[ActivityType["PendingRandomRewardsClaimed"] = 7] = "PendingRandomRewardsClaimed";
|
|
269
|
+
})(ActivityType = exports.ActivityType || (exports.ActivityType = {}));
|
|
270
|
+
var Direction;
|
|
271
|
+
(function (Direction) {
|
|
272
|
+
Direction[Direction["Consumed"] = 0] = "Consumed";
|
|
273
|
+
Direction[Direction["Produced"] = 1] = "Produced";
|
|
274
|
+
})(Direction = exports.Direction || (exports.Direction = {}));
|
|
275
|
+
var ActivityUndertaker;
|
|
276
|
+
(function (ActivityUndertaker) {
|
|
277
|
+
ActivityUndertaker[ActivityUndertaker["Player"] = 0] = "Player";
|
|
278
|
+
ActivityUndertaker[ActivityUndertaker["User"] = 1] = "User";
|
|
279
|
+
})(ActivityUndertaker = exports.ActivityUndertaker || (exports.ActivityUndertaker = {}));
|
|
280
|
+
class Activity {
|
|
281
|
+
id = '';
|
|
282
|
+
type = ''; // ActivityType
|
|
283
|
+
itemTokenIds = [];
|
|
284
|
+
amounts = [];
|
|
285
|
+
directions = []; // Direction
|
|
286
|
+
prices = [];
|
|
287
|
+
actionId = '';
|
|
288
|
+
queueId = '';
|
|
289
|
+
timestamp = '';
|
|
290
|
+
hash = '';
|
|
291
|
+
playerId = '0';
|
|
292
|
+
user = '';
|
|
293
|
+
undertaker = ''; // ActivityUndertaker
|
|
294
|
+
}
|
|
295
|
+
exports.Activity = Activity;
|
|
296
|
+
class ActivityInfo {
|
|
297
|
+
id = '';
|
|
298
|
+
numActivities = '';
|
|
299
|
+
}
|
|
300
|
+
exports.ActivityInfo = ActivityInfo;
|
|
301
|
+
class LastFullEquipment {
|
|
302
|
+
id = '0'; // playerId
|
|
303
|
+
playerId = '0';
|
|
304
|
+
user = '';
|
|
305
|
+
actionId = 0;
|
|
306
|
+
regenerateId = 0;
|
|
307
|
+
choiceId = 0;
|
|
308
|
+
choiceId1 = 0;
|
|
309
|
+
choiceId2 = 0;
|
|
310
|
+
rightHandEquipmentTokenId = 0;
|
|
311
|
+
leftHandEquipmentTokenId = 0;
|
|
312
|
+
startTime = '';
|
|
313
|
+
timespan = 0;
|
|
314
|
+
isValid = true;
|
|
315
|
+
skill = Skill.NONE;
|
|
316
|
+
headEquipped = 0;
|
|
317
|
+
neckEquipped = 0;
|
|
318
|
+
bodyEquipped = 0;
|
|
319
|
+
armsEquipped = 0;
|
|
320
|
+
legsEquipped = 0;
|
|
321
|
+
feetEquipped = 0;
|
|
322
|
+
ringEquipped = 0;
|
|
323
|
+
timestamp = '0';
|
|
324
|
+
}
|
|
325
|
+
exports.LastFullEquipment = LastFullEquipment;
|
|
326
|
+
class QueuedAction {
|
|
327
|
+
id = ''; // queueId
|
|
328
|
+
actionId = 0;
|
|
329
|
+
playerId = '';
|
|
330
|
+
regenerateId = 0;
|
|
331
|
+
choiceId = 0;
|
|
332
|
+
choiceId1 = 0;
|
|
333
|
+
choiceId2 = 0;
|
|
334
|
+
rightHandEquipmentTokenId = 0;
|
|
335
|
+
leftHandEquipmentTokenId = 0;
|
|
336
|
+
startTime = '';
|
|
337
|
+
timespan = 0;
|
|
338
|
+
originalStartTime = '';
|
|
339
|
+
originalTimespan = 0;
|
|
340
|
+
isValid = true;
|
|
341
|
+
skill = Skill.NONE;
|
|
342
|
+
combatStyle = CombatStyle.NONE;
|
|
343
|
+
headEquipped = 0;
|
|
344
|
+
neckEquipped = 0;
|
|
345
|
+
bodyEquipped = 0;
|
|
346
|
+
armsEquipped = 0;
|
|
347
|
+
legsEquipped = 0;
|
|
348
|
+
feetEquipped = 0;
|
|
349
|
+
ringEquipped = 0;
|
|
350
|
+
}
|
|
351
|
+
exports.QueuedAction = QueuedAction;
|
|
352
|
+
class Item {
|
|
353
|
+
id = '0';
|
|
354
|
+
tokenId = 0;
|
|
355
|
+
melee = 0;
|
|
356
|
+
magic = 0;
|
|
357
|
+
range = 0;
|
|
358
|
+
meleeDefence = 0;
|
|
359
|
+
magicDefence = 0;
|
|
360
|
+
rangeDefence = 0;
|
|
361
|
+
health = 0;
|
|
362
|
+
totalQuantity = '0';
|
|
363
|
+
equipPosition = 0;
|
|
364
|
+
healthRestored = 0;
|
|
365
|
+
skill1 = Skill.NONE;
|
|
366
|
+
skillDiff1 = 0;
|
|
367
|
+
boostType = BoostType.NONE;
|
|
368
|
+
boostValue = 0;
|
|
369
|
+
boostDuration = 0;
|
|
370
|
+
// Minimum requirements for equipping
|
|
371
|
+
skill = Skill.NONE;
|
|
372
|
+
minXP = '0';
|
|
373
|
+
name = '';
|
|
374
|
+
}
|
|
375
|
+
exports.Item = Item;
|
|
376
|
+
class UserItemNFT {
|
|
377
|
+
id = '';
|
|
378
|
+
user = '';
|
|
379
|
+
tokenId = 0;
|
|
380
|
+
amount = '';
|
|
381
|
+
item = new Item();
|
|
382
|
+
}
|
|
383
|
+
exports.UserItemNFT = UserItemNFT;
|
|
384
|
+
class ShopItem {
|
|
385
|
+
id = '';
|
|
386
|
+
tokenId = 0;
|
|
387
|
+
price = '0';
|
|
388
|
+
}
|
|
389
|
+
exports.ShopItem = ShopItem;
|
|
390
|
+
class ActionChoiceInput {
|
|
391
|
+
skill = Skill.NONE;
|
|
392
|
+
diff = 0;
|
|
393
|
+
rate = 0;
|
|
394
|
+
xpPerHour = 0;
|
|
395
|
+
minXP = 0;
|
|
396
|
+
inputTokenId1 = 0;
|
|
397
|
+
num1 = 0;
|
|
398
|
+
inputTokenId2 = 0;
|
|
399
|
+
num2 = 0;
|
|
400
|
+
inputTokenId3 = 0;
|
|
401
|
+
num3 = 0;
|
|
402
|
+
outputTokenId = 0;
|
|
403
|
+
outputNum = 1;
|
|
404
|
+
successPercent = 100;
|
|
405
|
+
}
|
|
406
|
+
exports.ActionChoiceInput = ActionChoiceInput;
|
|
407
|
+
class ActionChoice {
|
|
408
|
+
id = '';
|
|
409
|
+
actionId = 0;
|
|
410
|
+
skill = Skill.NONE;
|
|
411
|
+
diff = 0;
|
|
412
|
+
rate = 0;
|
|
413
|
+
xpPerHour = 0;
|
|
414
|
+
minXP = 0;
|
|
415
|
+
inputTokenId1 = 0;
|
|
416
|
+
num1 = 0;
|
|
417
|
+
inputTokenId2 = 0;
|
|
418
|
+
num2 = 0;
|
|
419
|
+
inputTokenId3 = 0;
|
|
420
|
+
num3 = 0;
|
|
421
|
+
outputTokenId = 0;
|
|
422
|
+
outputNum = 1;
|
|
423
|
+
successPercent = 100;
|
|
424
|
+
}
|
|
425
|
+
exports.ActionChoice = ActionChoice;
|
|
426
|
+
class Action {
|
|
427
|
+
id = '';
|
|
428
|
+
actionId = 0;
|
|
429
|
+
skill = Skill.NONE;
|
|
430
|
+
xpPerHour = 0;
|
|
431
|
+
numSpawned = 0;
|
|
432
|
+
minXP = '0';
|
|
433
|
+
guaranteedRewardItemTokenIds = [];
|
|
434
|
+
guaranteedRewardRates = [];
|
|
435
|
+
randomChanceItemTokenIds = [];
|
|
436
|
+
randomChanceRates = [];
|
|
437
|
+
handItemTokenIdRangeMin = 0;
|
|
438
|
+
handItemTokenIdRangeMax = 0;
|
|
439
|
+
isAvailable = false;
|
|
440
|
+
isDynamic = false;
|
|
441
|
+
actionChoiceRequired = false;
|
|
442
|
+
successPercent = 100;
|
|
443
|
+
/* Combat Stats */
|
|
444
|
+
melee = 0;
|
|
445
|
+
magic = 0;
|
|
446
|
+
range = 0;
|
|
447
|
+
rangeDefence = 0;
|
|
448
|
+
meleeDefence = 0;
|
|
449
|
+
magicDefence = 0;
|
|
450
|
+
health = 0;
|
|
451
|
+
}
|
|
452
|
+
exports.Action = Action;
|
|
453
|
+
class RandomWords {
|
|
454
|
+
lastRequestedTimestamp = '';
|
|
455
|
+
lastRandomWordsReceived = ''; // Bytes
|
|
456
|
+
hasLastRequestedRandomWordsBeenReceived = false;
|
|
457
|
+
}
|
|
458
|
+
exports.RandomWords = RandomWords;
|