@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/README.md +41 -5
- package/asconfig.json +18 -0
- package/build/index.wasm +0 -0
- package/constants.d.ts +646 -0
- package/constants.d.ts.map +1 -0
- package/constants.js +715 -0
- package/index.d.ts +5 -0
- package/index.d.ts.map +1 -0
- package/index.js +9 -0
- package/package.json +10 -7
- package/src/index.ts +5 -0
- package/tsconfig.json +7 -1
- package/types.d.ts +158 -0
- package/types.d.ts.map +1 -0
- package/types.js +183 -0
- package/index.ts +0 -4
- /package/src/{lib/estforConstants.ts → constants.ts} +0 -0
- /package/src/{lib/estforTypes.ts → types.ts} +0 -0
package/index.d.ts
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package/index.d.ts.map
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{"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"}
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package/index.js
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"use strict";
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Object.defineProperty(exports, "__esModule", { value: true });
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exports.NONE = exports.EstforConstants = exports.EstforTypes = void 0;
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const constants_1 = require("./constants");
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Object.defineProperty(exports, "NONE", { enumerable: true, get: function () { return constants_1.default; } });
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const EstforTypes = require("./types");
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exports.EstforTypes = EstforTypes;
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const EstforConstants = require("./constants");
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exports.EstforConstants = EstforConstants;
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package/package.json
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@@ -1,6 +1,6 @@
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{
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"name": "@paintswap/estfor-definitions",
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"version": "0.1.
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"version": "0.1.7",
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"description": "Types and constants for Estfor",
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"repository": {
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"type": "git",
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"as",
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"library"
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],
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"
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"
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"
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"module": "CommonJS",
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"ascMain": "src/index.ts",
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"main": "index.js",
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"types": "index.d.ts",
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"scripts": {
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"build": "
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"build": "yarn build:tsc && yarn build:asc",
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"build:tsc": "tsc",
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"build:asc": "asc --target release",
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"build:asc:debug": "asc --target debug",
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"prepare": "yarn build",
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"version": "git add -A src",
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"postversion": "git push && git push --tags"
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},
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"dependencies": {
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"assemblyscript": "0.19.10"
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}
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"ascMain": "index.ts"
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}
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}
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package/src/index.ts
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package/tsconfig.json
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package/types.d.ts
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export declare enum BoostType {
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NONE = 0,
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ANY_XP = 1,
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COMBAT_XP = 2,
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NON_COMBAT_XP = 3,
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GATHERING = 4,
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ABSENCE = 5
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}
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export declare enum Skill {
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NONE = 0,
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COMBAT = 1,
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ATTACK = 2,
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RANGE = 3,
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MAGIC = 4,
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DEFENCE = 5,
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HEALTH = 6,
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MINING = 7,
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WOODCUTTING = 8,
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FISHING = 9,
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SMITHING = 10,
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THIEVING = 11,
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CRAFTING = 12,
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COOKING = 13,
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FIREMAKING = 14
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}
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export declare enum EquipPosition {
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NONE = 0,
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HEAD = 1,
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NECK = 2,
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BODY = 3,
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ARMS = 4,
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LEGS = 5,
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BOOTS = 6,
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SPARE1 = 7,
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SPARE2 = 8,
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LEFT_HAND = 9,
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RIGHT_HAND = 10,
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BOTH_HANDS = 11,
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ARROW_SATCHEL = 12,
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MAGIC_BAG = 13,
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FOOD = 14,
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AUX = 15,
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BOOST_VIAL = 16,
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NO_POSITION = 17
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}
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export declare class Attire {
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helmet: i32;
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amulet: i32;
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armor: i32;
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gauntlets: i32;
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tassets: i32;
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boots: i32;
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ring: i32;
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reserved1: i32;
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queueId: i64;
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}
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export declare enum ActionQueueStatus {
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NONE = 0,
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APPEND = 1,
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KEEP_LAST_IN_PROGRESS = 2
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}
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export declare enum CombatStyle {
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NONE = 0,
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MELEE = 1,
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RANGE = 2,
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MAGIC = 3,
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MELEE_DEFENCE = 4,
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RANGE_DEFENCE = 5,
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MAGIC_DEFENCE = 6
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}
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export declare class Equipment {
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itemTokenId: i32;
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amount: i32;
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}
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export declare class QueuedAction {
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attire: Attire;
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actionId: i32;
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regenerateId: i32;
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choiceId: i32;
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choiceId1: i32;
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choiceId2: i32;
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combatStyle: CombatStyle;
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timespan: i32;
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rightHandEquipmentTokenId: i32;
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leftHandEquipmentTokenId: i32;
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startTime: string;
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isValid: boolean;
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}
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export declare class ActionInfo {
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skill: Skill;
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isAvailable: boolean;
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isDynamic: boolean;
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actionChoiceRequired: boolean;
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xpPerHour: i32;
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numSpawn: i32;
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minSkillPoints: i32;
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handItemTokenIdRangeMin: i32;
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handItemTokenIdRangeMax: i32;
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}
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export declare class ActionReward {
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itemTokenId: i32;
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rate: i32;
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}
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export declare class Action {
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actionId: i32;
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info: ActionInfo;
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guaranteedRewards: ActionReward[];
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randomRewards: ActionReward[];
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combatStats: CombatStats;
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}
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export declare class InputItem {
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combatStats: CombatStats;
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nonCombatStats: NonCombatStats;
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tokenId: i32;
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equipPosition: EquipPosition;
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isTransferable: boolean;
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skill: Skill;
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minSkillPoints: i32;
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healthRestored: i32;
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boostType: BoostType;
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boostValue: i32;
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boostDuration: i32;
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metadataURI: string;
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}
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export declare class CombatStats {
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melee: i32;
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magic: i32;
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range: i32;
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meleeDefence: i32;
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magicDefence: i32;
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rangeDefence: i32;
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health: i32;
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}
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export declare class NonCombatStats {
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skill: Skill;
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diff: i32;
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}
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export declare const emptyCombatStats: CombatStats;
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export declare const emptyNonCombatStats: NonCombatStats;
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export declare const defaultInputItem: InputItem;
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export declare const noAttire: Attire;
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export declare 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;
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}
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export declare class PendingFlags {
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includeLoot: boolean;
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includePastRandomRewards: boolean;
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includeXPRewards: boolean;
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}
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export declare class XPThresholdReward {
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xpThreshold: i32;
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equipments: Equipment[];
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}
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//# sourceMappingURL=types.d.ts.map
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package/types.d.ts.map
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package/types.js
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"use strict";
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Object.defineProperty(exports, "__esModule", { value: true });
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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;
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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";
|
|
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
|
File without changes
|
|
File without changes
|