@paintswap/estfor-definitions 0.1.5 → 0.1.6
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/dist/constants.d.ts +645 -0
- package/dist/constants.js +715 -0
- package/dist/index.d.ts +3 -0
- package/dist/index.js +18 -0
- package/dist/types.d.ts +192 -0
- package/dist/types.js +102 -0
- package/package.json +10 -11
- package/.eslintrc.json +0 -28
- package/.prettierrc +0 -7
- package/index.ts +0 -4
- package/src/lib/estforConstants.ts +0 -739
- package/src/lib/estforTypes.ts +0 -180
- package/tsconfig.json +0 -4
package/src/lib/estforTypes.ts
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export enum BoostType {
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NONE,
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ANY_XP,
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COMBAT_XP,
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NON_COMBAT_XP,
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GATHERING,
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ABSENCE,
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}
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export enum Skill {
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NONE,
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COMBAT,
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ATTACK,
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RANGE,
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MAGIC,
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DEFENCE,
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HEALTH,
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MINING,
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WOODCUTTING,
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FISHING,
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SMITHING,
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THIEVING,
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CRAFTING,
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COOKING,
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FIREMAKING,
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}
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export enum EquipPosition {
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NONE,
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HEAD,
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NECK,
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BODY,
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ARMS,
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LEGS,
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BOOTS,
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SPARE1,
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SPARE2,
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LEFT_HAND,
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RIGHT_HAND,
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BOTH_HANDS,
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ARROW_SATCHEL,
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MAGIC_BAG,
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FOOD,
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AUX, // wood, seeds etc..
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BOOST_VIAL,
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NO_POSITION,
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}
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export class Attire {
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helmet: i32 = 0
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amulet: i32 = 0
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armor: i32 = 0
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gauntlets: i32 = 0
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tassets: i32 = 0
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boots: i32 = 0
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ring: i32 = 0
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reserved1: i32 = 0
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queueId: i64 = 0
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}
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export enum ActionQueueStatus {
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NONE,
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APPEND,
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KEEP_LAST_IN_PROGRESS,
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}
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export enum CombatStyle {
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NONE,
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MELEE,
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RANGE,
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MAGIC,
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MELEE_DEFENCE,
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RANGE_DEFENCE,
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MAGIC_DEFENCE,
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}
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export class Equipment {
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itemTokenId: i32 = 0
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amount: i32 = 0
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}
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export class QueuedAction {
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attire: Attire = new Attire()
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actionId: i32 = 0
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regenerateId: i32 = 0 // Food (combat), maybe something for non-combat later
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choiceId: i32 = 0 // Melee/Arrow/Magic (combat), logs, ore (non-combat)
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choiceId1: i32 = 0 // Reserved (TBD)
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choiceId2: i32 = 0 // Reserved (TBD)
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combatStyle: CombatStyle = CombatStyle.NONE
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timespan: i32 = 0 // How long to queue the action for
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rightHandEquipmentTokenId: i32 = 0
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leftHandEquipmentTokenId: i32 = 0
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startTime: string = '0' // Filled in by the smart contract, can be "0"
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isValid: boolean = true // If we still have the item, TODO: Not used yet
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}
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export class ActionInfo {
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skill: Skill = Skill.NONE
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isAvailable: boolean = true
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isDynamic: boolean = false
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actionChoiceRequired: boolean = false
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xpPerHour: i32 = 0
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numSpawn: i32 = 0
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minSkillPoints: i32 = 0
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handItemTokenIdRangeMin: i32 = 0
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handItemTokenIdRangeMax: i32 = 0
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}
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export class ActionReward {
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itemTokenId: i32 = 0
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rate: i32 = 0 // base 100, 2 decimal places
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}
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export class Action {
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actionId: i32 = 0
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info: ActionInfo = new ActionInfo()
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guaranteedRewards: ActionReward[] = []
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randomRewards: ActionReward[] = []
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combatStats: CombatStats = new CombatStats()
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}
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// Contains everything you need to create an item
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export class InputItem {
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combatStats: CombatStats = new CombatStats()
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nonCombatStats: NonCombatStats = new NonCombatStats()
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tokenId: i32 = 0
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equipPosition: EquipPosition = EquipPosition.NONE
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// Can this be transferred to another player?
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isTransferable: boolean = true
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// Minimum requirements in this skill
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skill: Skill = Skill.NONE
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minSkillPoints: i32 = 0
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// Food
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healthRestored: i32 = 0
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// Boost
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boostType: BoostType = BoostType.NONE
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boostValue: i32 = 0 // Varies, could be the % increase
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boostDuration: i32 = 0 // How long the effect of the boost last
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// uri
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metadataURI: string = ''
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}
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export class CombatStats {
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melee: i32 = 0
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magic: i32 = 0
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range: i32 = 0
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meleeDefence: i32 = 0
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magicDefence: i32 = 0
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rangeDefence: i32 = 0
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health: i32 = 0
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}
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export class NonCombatStats {
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skill: Skill = Skill.NONE
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diff: i32 = 0
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}
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export const emptyCombatStats = new CombatStats()
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export const emptyNonCombatStats = new NonCombatStats()
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export const defaultInputItem = new InputItem()
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export const noAttire = new Attire()
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export class PendingOutput {
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consumed: Equipment[] = []
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produced: Equipment[] = []
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producedPastRandomRewards: Equipment[] = []
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producedXPRewards: Equipment[] = []
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died: boolean = false
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}
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export class PendingFlags {
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includeLoot: boolean = true // Guaranteed loot from actions, and random loot if claiming quite late
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includePastRandomRewards: boolean = true // This is random loot from previous actions
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includeXPRewards: boolean = true // Passing any xp thresholds gives you extra rewards
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}
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export class XPThresholdReward {
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xpThreshold: i32 = 0
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equipments: Equipment[] = []
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}
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package/tsconfig.json
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