@paintswap/estfor-definitions 0.1.5 → 0.1.7

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/index.d.ts ADDED
@@ -0,0 +1,5 @@
1
+ import { default as NONE } from './constants';
2
+ import * as EstforTypes from './types';
3
+ import * as EstforConstants from './constants';
4
+ export { EstforTypes, EstforConstants, NONE };
5
+ //# sourceMappingURL=index.d.ts.map
package/index.d.ts.map ADDED
@@ -0,0 +1 @@
1
+ {"version":3,"file":"index.d.ts","sourceRoot":"","sources":["src/index.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,OAAO,IAAI,IAAI,EAAE,MAAM,aAAa,CAAA;AAC7C,OAAO,KAAK,WAAW,MAAM,SAAS,CAAA;AACtC,OAAO,KAAK,eAAe,MAAM,aAAa,CAAA;AAE9C,OAAO,EAAE,WAAW,EAAE,eAAe,EAAE,IAAI,EAAE,CAAA"}
package/index.js ADDED
@@ -0,0 +1,9 @@
1
+ "use strict";
2
+ Object.defineProperty(exports, "__esModule", { value: true });
3
+ exports.NONE = exports.EstforConstants = exports.EstforTypes = void 0;
4
+ const constants_1 = require("./constants");
5
+ Object.defineProperty(exports, "NONE", { enumerable: true, get: function () { return constants_1.default; } });
6
+ const EstforTypes = require("./types");
7
+ exports.EstforTypes = EstforTypes;
8
+ const EstforConstants = require("./constants");
9
+ exports.EstforConstants = EstforConstants;
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@paintswap/estfor-definitions",
3
- "version": "0.1.5",
3
+ "version": "0.1.7",
4
4
  "description": "Types and constants for Estfor",
5
5
  "repository": {
6
6
  "type": "git",
@@ -16,11 +16,15 @@
16
16
  "as",
17
17
  "library"
18
18
  ],
19
- "main": "index.ts",
20
- "module": "index.ts",
21
- "types": "index.ts",
19
+ "module": "CommonJS",
20
+ "ascMain": "src/index.ts",
21
+ "main": "index.js",
22
+ "types": "index.d.ts",
22
23
  "scripts": {
23
- "build": "asc --explicitStart --exportRuntime --runtime stub index.ts --lib estfor-definitions -b index.wasm",
24
+ "build": "yarn build:tsc && yarn build:asc",
25
+ "build:tsc": "tsc",
26
+ "build:asc": "asc --target release",
27
+ "build:asc:debug": "asc --target debug",
24
28
  "prepare": "yarn build",
25
29
  "version": "git add -A src",
26
30
  "postversion": "git push && git push --tags"
@@ -37,6 +41,5 @@
37
41
  },
38
42
  "dependencies": {
39
43
  "assemblyscript": "0.19.10"
40
- },
41
- "ascMain": "index.ts"
44
+ }
42
45
  }
package/src/index.ts ADDED
@@ -0,0 +1,5 @@
1
+ import { default as NONE } from './constants'
2
+ import * as EstforTypes from './types'
3
+ import * as EstforConstants from './constants'
4
+
5
+ export { EstforTypes, EstforConstants, NONE }
package/tsconfig.json CHANGED
@@ -1,4 +1,10 @@
1
1
  {
2
2
  "extends": "assemblyscript/std/assembly",
3
- "include": ["src/**/*", "index.ts"]
3
+ "include": ["./src/index.ts"],
4
+ "exclude": [],
5
+ "compilerOptions": {
6
+ "declaration": true,
7
+ "declarationMap": true,
8
+ "outDir": "./"
9
+ }
4
10
  }
package/types.d.ts ADDED
@@ -0,0 +1,158 @@
1
+ export declare enum BoostType {
2
+ NONE = 0,
3
+ ANY_XP = 1,
4
+ COMBAT_XP = 2,
5
+ NON_COMBAT_XP = 3,
6
+ GATHERING = 4,
7
+ ABSENCE = 5
8
+ }
9
+ export declare enum Skill {
10
+ NONE = 0,
11
+ COMBAT = 1,
12
+ ATTACK = 2,
13
+ RANGE = 3,
14
+ MAGIC = 4,
15
+ DEFENCE = 5,
16
+ HEALTH = 6,
17
+ MINING = 7,
18
+ WOODCUTTING = 8,
19
+ FISHING = 9,
20
+ SMITHING = 10,
21
+ THIEVING = 11,
22
+ CRAFTING = 12,
23
+ COOKING = 13,
24
+ FIREMAKING = 14
25
+ }
26
+ export declare enum EquipPosition {
27
+ NONE = 0,
28
+ HEAD = 1,
29
+ NECK = 2,
30
+ BODY = 3,
31
+ ARMS = 4,
32
+ LEGS = 5,
33
+ BOOTS = 6,
34
+ SPARE1 = 7,
35
+ SPARE2 = 8,
36
+ LEFT_HAND = 9,
37
+ RIGHT_HAND = 10,
38
+ BOTH_HANDS = 11,
39
+ ARROW_SATCHEL = 12,
40
+ MAGIC_BAG = 13,
41
+ FOOD = 14,
42
+ AUX = 15,
43
+ BOOST_VIAL = 16,
44
+ NO_POSITION = 17
45
+ }
46
+ export declare class Attire {
47
+ helmet: i32;
48
+ amulet: i32;
49
+ armor: i32;
50
+ gauntlets: i32;
51
+ tassets: i32;
52
+ boots: i32;
53
+ ring: i32;
54
+ reserved1: i32;
55
+ queueId: i64;
56
+ }
57
+ export declare enum ActionQueueStatus {
58
+ NONE = 0,
59
+ APPEND = 1,
60
+ KEEP_LAST_IN_PROGRESS = 2
61
+ }
62
+ export declare enum CombatStyle {
63
+ NONE = 0,
64
+ MELEE = 1,
65
+ RANGE = 2,
66
+ MAGIC = 3,
67
+ MELEE_DEFENCE = 4,
68
+ RANGE_DEFENCE = 5,
69
+ MAGIC_DEFENCE = 6
70
+ }
71
+ export declare class Equipment {
72
+ itemTokenId: i32;
73
+ amount: i32;
74
+ }
75
+ export declare class QueuedAction {
76
+ attire: Attire;
77
+ actionId: i32;
78
+ regenerateId: i32;
79
+ choiceId: i32;
80
+ choiceId1: i32;
81
+ choiceId2: i32;
82
+ combatStyle: CombatStyle;
83
+ timespan: i32;
84
+ rightHandEquipmentTokenId: i32;
85
+ leftHandEquipmentTokenId: i32;
86
+ startTime: string;
87
+ isValid: boolean;
88
+ }
89
+ export declare class ActionInfo {
90
+ skill: Skill;
91
+ isAvailable: boolean;
92
+ isDynamic: boolean;
93
+ actionChoiceRequired: boolean;
94
+ xpPerHour: i32;
95
+ numSpawn: i32;
96
+ minSkillPoints: i32;
97
+ handItemTokenIdRangeMin: i32;
98
+ handItemTokenIdRangeMax: i32;
99
+ }
100
+ export declare class ActionReward {
101
+ itemTokenId: i32;
102
+ rate: i32;
103
+ }
104
+ export declare class Action {
105
+ actionId: i32;
106
+ info: ActionInfo;
107
+ guaranteedRewards: ActionReward[];
108
+ randomRewards: ActionReward[];
109
+ combatStats: CombatStats;
110
+ }
111
+ export declare class InputItem {
112
+ combatStats: CombatStats;
113
+ nonCombatStats: NonCombatStats;
114
+ tokenId: i32;
115
+ equipPosition: EquipPosition;
116
+ isTransferable: boolean;
117
+ skill: Skill;
118
+ minSkillPoints: i32;
119
+ healthRestored: i32;
120
+ boostType: BoostType;
121
+ boostValue: i32;
122
+ boostDuration: i32;
123
+ metadataURI: string;
124
+ }
125
+ export declare class CombatStats {
126
+ melee: i32;
127
+ magic: i32;
128
+ range: i32;
129
+ meleeDefence: i32;
130
+ magicDefence: i32;
131
+ rangeDefence: i32;
132
+ health: i32;
133
+ }
134
+ export declare class NonCombatStats {
135
+ skill: Skill;
136
+ diff: i32;
137
+ }
138
+ export declare const emptyCombatStats: CombatStats;
139
+ export declare const emptyNonCombatStats: NonCombatStats;
140
+ export declare const defaultInputItem: InputItem;
141
+ export declare const noAttire: Attire;
142
+ export declare class PendingOutput {
143
+ consumed: Equipment[];
144
+ produced: Equipment[];
145
+ producedPastRandomRewards: Equipment[];
146
+ producedXPRewards: Equipment[];
147
+ died: boolean;
148
+ }
149
+ export declare class PendingFlags {
150
+ includeLoot: boolean;
151
+ includePastRandomRewards: boolean;
152
+ includeXPRewards: boolean;
153
+ }
154
+ export declare class XPThresholdReward {
155
+ xpThreshold: i32;
156
+ equipments: Equipment[];
157
+ }
158
+ //# sourceMappingURL=types.d.ts.map
package/types.d.ts.map ADDED
@@ -0,0 +1 @@
1
+ {"version":3,"file":"types.d.ts","sourceRoot":"","sources":["src/types.ts"],"names":[],"mappings":"AAAA,oBAAY,SAAS;IACnB,IAAI,IAAA;IACJ,MAAM,IAAA;IACN,SAAS,IAAA;IACT,aAAa,IAAA;IACb,SAAS,IAAA;IACT,OAAO,IAAA;CACR;AAED,oBAAY,KAAK;IACf,IAAI,IAAA;IACJ,MAAM,IAAA;IACN,MAAM,IAAA;IACN,KAAK,IAAA;IACL,KAAK,IAAA;IACL,OAAO,IAAA;IACP,MAAM,IAAA;IACN,MAAM,IAAA;IACN,WAAW,IAAA;IACX,OAAO,IAAA;IACP,QAAQ,KAAA;IACR,QAAQ,KAAA;IACR,QAAQ,KAAA;IACR,OAAO,KAAA;IACP,UAAU,KAAA;CACX;AAED,oBAAY,aAAa;IACvB,IAAI,IAAA;IACJ,IAAI,IAAA;IACJ,IAAI,IAAA;IACJ,IAAI,IAAA;IACJ,IAAI,IAAA;IACJ,IAAI,IAAA;IACJ,KAAK,IAAA;IACL,MAAM,IAAA;IACN,MAAM,IAAA;IACN,SAAS,IAAA;IACT,UAAU,KAAA;IACV,UAAU,KAAA;IACV,aAAa,KAAA;IACb,SAAS,KAAA;IACT,IAAI,KAAA;IACJ,GAAG,KAAA;IACH,UAAU,KAAA;IACV,WAAW,KAAA;CACZ;AAED,qBAAa,MAAM;IACjB,MAAM,EAAE,GAAG,CAAI;IACf,MAAM,EAAE,GAAG,CAAI;IACf,KAAK,EAAE,GAAG,CAAI;IACd,SAAS,EAAE,GAAG,CAAI;IAClB,OAAO,EAAE,GAAG,CAAI;IAChB,KAAK,EAAE,GAAG,CAAI;IACd,IAAI,EAAE,GAAG,CAAI;IACb,SAAS,EAAE,GAAG,CAAI;IAClB,OAAO,EAAE,GAAG,CAAI;CACjB;AAED,oBAAY,iBAAiB;IAC3B,IAAI,IAAA;IACJ,MAAM,IAAA;IACN,qBAAqB,IAAA;CACtB;AAED,oBAAY,WAAW;IACrB,IAAI,IAAA;IACJ,KAAK,IAAA;IACL,KAAK,IAAA;IACL,KAAK,IAAA;IACL,aAAa,IAAA;IACb,aAAa,IAAA;IACb,aAAa,IAAA;CACd;AAED,qBAAa,SAAS;IACpB,WAAW,EAAE,GAAG,CAAI;IACpB,MAAM,EAAE,GAAG,CAAI;CAChB;AAED,qBAAa,YAAY;IACvB,MAAM,EAAE,MAAM,CAAe;IAC7B,QAAQ,EAAE,GAAG,CAAI;IACjB,YAAY,EAAE,GAAG,CAAI;IACrB,QAAQ,EAAE,GAAG,CAAI;IACjB,SAAS,EAAE,GAAG,CAAI;IAClB,SAAS,EAAE,GAAG,CAAI;IAClB,WAAW,EAAE,WAAW,CAAmB;IAC3C,QAAQ,EAAE,GAAG,CAAI;IACjB,yBAAyB,EAAE,GAAG,CAAI;IAClC,wBAAwB,EAAE,GAAG,CAAI;IACjC,SAAS,EAAE,MAAM,CAAM;IACvB,OAAO,EAAE,OAAO,CAAO;CACxB;AAED,qBAAa,UAAU;IACrB,KAAK,EAAE,KAAK,CAAa;IACzB,WAAW,EAAE,OAAO,CAAO;IAC3B,SAAS,EAAE,OAAO,CAAQ;IAC1B,oBAAoB,EAAE,OAAO,CAAQ;IACrC,SAAS,EAAE,GAAG,CAAI;IAClB,QAAQ,EAAE,GAAG,CAAI;IACjB,cAAc,EAAE,GAAG,CAAI;IACvB,uBAAuB,EAAE,GAAG,CAAI;IAChC,uBAAuB,EAAE,GAAG,CAAI;CACjC;AAED,qBAAa,YAAY;IACvB,WAAW,EAAE,GAAG,CAAI;IACpB,IAAI,EAAE,GAAG,CAAI;CACd;AAED,qBAAa,MAAM;IACjB,QAAQ,EAAE,GAAG,CAAI;IACjB,IAAI,EAAE,UAAU,CAAmB;IACnC,iBAAiB,EAAE,YAAY,EAAE,CAAK;IACtC,aAAa,EAAE,YAAY,EAAE,CAAK;IAClC,WAAW,EAAE,WAAW,CAAoB;CAC7C;AAGD,qBAAa,SAAS;IACpB,WAAW,EAAE,WAAW,CAAoB;IAC5C,cAAc,EAAE,cAAc,CAAuB;IACrD,OAAO,EAAE,GAAG,CAAI;IAChB,aAAa,EAAE,aAAa,CAAqB;IAEjD,cAAc,EAAE,OAAO,CAAO;IAE9B,KAAK,EAAE,KAAK,CAAa;IACzB,cAAc,EAAE,GAAG,CAAI;IAEvB,cAAc,EAAE,GAAG,CAAI;IAEvB,SAAS,EAAE,SAAS,CAAiB;IACrC,UAAU,EAAE,GAAG,CAAI;IACnB,aAAa,EAAE,GAAG,CAAI;IAEtB,WAAW,EAAE,MAAM,CAAK;CACzB;AAED,qBAAa,WAAW;IACtB,KAAK,EAAE,GAAG,CAAI;IACd,KAAK,EAAE,GAAG,CAAI;IACd,KAAK,EAAE,GAAG,CAAI;IACd,YAAY,EAAE,GAAG,CAAI;IACrB,YAAY,EAAE,GAAG,CAAI;IACrB,YAAY,EAAE,GAAG,CAAI;IACrB,MAAM,EAAE,GAAG,CAAI;CAChB;AAED,qBAAa,cAAc;IACzB,KAAK,EAAE,KAAK,CAAa;IACzB,IAAI,EAAE,GAAG,CAAI;CACd;AAED,eAAO,MAAM,gBAAgB,aAAoB,CAAA;AACjD,eAAO,MAAM,mBAAmB,gBAAuB,CAAA;AACvD,eAAO,MAAM,gBAAgB,WAAkB,CAAA;AAC/C,eAAO,MAAM,QAAQ,QAAe,CAAA;AAEpC,qBAAa,aAAa;IACxB,QAAQ,EAAE,SAAS,EAAE,CAAK;IAC1B,QAAQ,EAAE,SAAS,EAAE,CAAK;IAC1B,yBAAyB,EAAE,SAAS,EAAE,CAAK;IAC3C,iBAAiB,EAAE,SAAS,EAAE,CAAK;IACnC,IAAI,EAAE,OAAO,CAAQ;CACtB;AAED,qBAAa,YAAY;IACvB,WAAW,EAAE,OAAO,CAAO;IAC3B,wBAAwB,EAAE,OAAO,CAAO;IACxC,gBAAgB,EAAE,OAAO,CAAO;CACjC;AAED,qBAAa,iBAAiB;IAC5B,WAAW,EAAE,GAAG,CAAI;IACpB,UAAU,EAAE,SAAS,EAAE,CAAK;CAC7B"}
package/types.js ADDED
@@ -0,0 +1,183 @@
1
+ "use strict";
2
+ Object.defineProperty(exports, "__esModule", { value: true });
3
+ exports.XPThresholdReward = exports.PendingFlags = exports.PendingOutput = exports.noAttire = exports.defaultInputItem = exports.emptyNonCombatStats = exports.emptyCombatStats = exports.NonCombatStats = exports.CombatStats = exports.InputItem = exports.Action = exports.ActionReward = exports.ActionInfo = exports.QueuedAction = 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["ATTACK"] = 2] = "ATTACK";
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["BOOTS"] = 6] = "BOOTS";
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[EquipPosition["NO_POSITION"] = 17] = "NO_POSITION";
51
+ })(EquipPosition = exports.EquipPosition || (exports.EquipPosition = {}));
52
+ class Attire {
53
+ helmet = 0;
54
+ amulet = 0;
55
+ armor = 0;
56
+ gauntlets = 0;
57
+ tassets = 0;
58
+ boots = 0;
59
+ ring = 0;
60
+ reserved1 = 0;
61
+ queueId = 0;
62
+ }
63
+ exports.Attire = Attire;
64
+ var ActionQueueStatus;
65
+ (function (ActionQueueStatus) {
66
+ ActionQueueStatus[ActionQueueStatus["NONE"] = 0] = "NONE";
67
+ ActionQueueStatus[ActionQueueStatus["APPEND"] = 1] = "APPEND";
68
+ ActionQueueStatus[ActionQueueStatus["KEEP_LAST_IN_PROGRESS"] = 2] = "KEEP_LAST_IN_PROGRESS";
69
+ })(ActionQueueStatus = exports.ActionQueueStatus || (exports.ActionQueueStatus = {}));
70
+ var CombatStyle;
71
+ (function (CombatStyle) {
72
+ CombatStyle[CombatStyle["NONE"] = 0] = "NONE";
73
+ CombatStyle[CombatStyle["MELEE"] = 1] = "MELEE";
74
+ CombatStyle[CombatStyle["RANGE"] = 2] = "RANGE";
75
+ CombatStyle[CombatStyle["MAGIC"] = 3] = "MAGIC";
76
+ CombatStyle[CombatStyle["MELEE_DEFENCE"] = 4] = "MELEE_DEFENCE";
77
+ CombatStyle[CombatStyle["RANGE_DEFENCE"] = 5] = "RANGE_DEFENCE";
78
+ CombatStyle[CombatStyle["MAGIC_DEFENCE"] = 6] = "MAGIC_DEFENCE";
79
+ })(CombatStyle = exports.CombatStyle || (exports.CombatStyle = {}));
80
+ class Equipment {
81
+ itemTokenId = 0;
82
+ amount = 0;
83
+ }
84
+ exports.Equipment = Equipment;
85
+ class QueuedAction {
86
+ attire = new Attire();
87
+ actionId = 0;
88
+ regenerateId = 0; // Food (combat), maybe something for non-combat later
89
+ choiceId = 0; // Melee/Arrow/Magic (combat), logs, ore (non-combat)
90
+ choiceId1 = 0; // Reserved (TBD)
91
+ choiceId2 = 0; // Reserved (TBD)
92
+ combatStyle = CombatStyle.NONE;
93
+ timespan = 0; // How long to queue the action for
94
+ rightHandEquipmentTokenId = 0;
95
+ leftHandEquipmentTokenId = 0;
96
+ startTime = '0'; // Filled in by the smart contract, can be "0"
97
+ isValid = true; // If we still have the item, TODO: Not used yet
98
+ }
99
+ exports.QueuedAction = QueuedAction;
100
+ class ActionInfo {
101
+ skill = Skill.NONE;
102
+ isAvailable = true;
103
+ isDynamic = false;
104
+ actionChoiceRequired = false;
105
+ xpPerHour = 0;
106
+ numSpawn = 0;
107
+ minSkillPoints = 0;
108
+ handItemTokenIdRangeMin = 0;
109
+ handItemTokenIdRangeMax = 0;
110
+ }
111
+ exports.ActionInfo = ActionInfo;
112
+ class ActionReward {
113
+ itemTokenId = 0;
114
+ rate = 0; // base 100, 2 decimal places
115
+ }
116
+ exports.ActionReward = ActionReward;
117
+ class Action {
118
+ actionId = 0;
119
+ info = new ActionInfo();
120
+ guaranteedRewards = [];
121
+ randomRewards = [];
122
+ combatStats = new CombatStats();
123
+ }
124
+ exports.Action = Action;
125
+ // Contains everything you need to create an item
126
+ class InputItem {
127
+ combatStats = new CombatStats();
128
+ nonCombatStats = new NonCombatStats();
129
+ tokenId = 0;
130
+ equipPosition = EquipPosition.NONE;
131
+ // Can this be transferred to another player?
132
+ isTransferable = true;
133
+ // Minimum requirements in this skill
134
+ skill = Skill.NONE;
135
+ minSkillPoints = 0;
136
+ // Food
137
+ healthRestored = 0;
138
+ // Boost
139
+ boostType = BoostType.NONE;
140
+ boostValue = 0; // Varies, could be the % increase
141
+ boostDuration = 0; // How long the effect of the boost last
142
+ // uri
143
+ metadataURI = '';
144
+ }
145
+ exports.InputItem = InputItem;
146
+ class CombatStats {
147
+ melee = 0;
148
+ magic = 0;
149
+ range = 0;
150
+ meleeDefence = 0;
151
+ magicDefence = 0;
152
+ rangeDefence = 0;
153
+ health = 0;
154
+ }
155
+ exports.CombatStats = CombatStats;
156
+ class NonCombatStats {
157
+ skill = Skill.NONE;
158
+ diff = 0;
159
+ }
160
+ exports.NonCombatStats = NonCombatStats;
161
+ exports.emptyCombatStats = new CombatStats();
162
+ exports.emptyNonCombatStats = new NonCombatStats();
163
+ exports.defaultInputItem = new InputItem();
164
+ exports.noAttire = new Attire();
165
+ class PendingOutput {
166
+ consumed = [];
167
+ produced = [];
168
+ producedPastRandomRewards = [];
169
+ producedXPRewards = [];
170
+ died = false;
171
+ }
172
+ exports.PendingOutput = PendingOutput;
173
+ class PendingFlags {
174
+ includeLoot = true; // Guaranteed loot from actions, and random loot if claiming quite late
175
+ includePastRandomRewards = true; // This is random loot from previous actions
176
+ includeXPRewards = true; // Passing any xp thresholds gives you extra rewards
177
+ }
178
+ exports.PendingFlags = PendingFlags;
179
+ class XPThresholdReward {
180
+ xpThreshold = 0;
181
+ equipments = [];
182
+ }
183
+ exports.XPThresholdReward = XPThresholdReward;
package/index.ts DELETED
@@ -1,4 +0,0 @@
1
- export { default as NONE } from './src/lib/estforConstants'
2
- import * as EstforTypes from './src/lib/estforTypes'
3
- import * as EstforConstants from './src/lib/estforConstants'
4
- export { EstforTypes, EstforConstants }
File without changes
File without changes