@wayward/types 2.11.1-beta.dev.20211227.1 → 2.11.1-beta.dev.20211231.1

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Files changed (59) hide show
  1. package/definitions/game/IGlobal.d.ts +0 -1
  2. package/definitions/game/game/Game.d.ts +2 -1
  3. package/definitions/game/game/doodad/DoodadManager.d.ts +5 -2
  4. package/definitions/game/game/entity/action/actions/Navigate.d.ts +1 -0
  5. package/definitions/game/game/island/Island.d.ts +6 -0
  6. package/definitions/game/game/item/IItem.d.ts +8 -1
  7. package/definitions/game/game/meta/Loading.d.ts +11 -6
  8. package/definitions/game/language/dictionary/UiTranslation.d.ts +623 -621
  9. package/definitions/game/multiplayer/IMultiplayer.d.ts +5 -5
  10. package/definitions/game/multiplayer/Multiplayer.d.ts +8 -1
  11. package/definitions/game/multiplayer/networking/Connection.d.ts +2 -2
  12. package/definitions/game/multiplayer/networking/IConnection.d.ts +1 -0
  13. package/definitions/game/multiplayer/packets/IPacket.d.ts +2 -1
  14. package/definitions/game/multiplayer/packets/Packet.d.ts +4 -2
  15. package/definitions/game/multiplayer/packets/client/AddPlayerPacket.d.ts +1 -0
  16. package/definitions/game/multiplayer/packets/client/CaughtUpPacket.d.ts +1 -0
  17. package/definitions/game/multiplayer/packets/client/ClearSyncPacketWaitingPacket.d.ts +1 -0
  18. package/definitions/game/multiplayer/packets/client/DisplayInterruptPacket.d.ts +1 -0
  19. package/definitions/game/multiplayer/packets/client/EmitPlayerEventPacket.d.ts +1 -0
  20. package/definitions/game/multiplayer/packets/client/HideLoadingScreenPacket.d.ts +1 -0
  21. package/definitions/game/multiplayer/packets/client/LoadIslandPacket.d.ts +1 -0
  22. package/definitions/game/multiplayer/packets/client/PausePacket.d.ts +1 -0
  23. package/definitions/game/multiplayer/packets/client/PongPacket.d.ts +1 -0
  24. package/definitions/game/multiplayer/packets/client/ReadyPlayerPacket.d.ts +1 -0
  25. package/definitions/game/multiplayer/packets/client/RemovePlayerPacket.d.ts +1 -0
  26. package/definitions/game/multiplayer/packets/client/SendMessagePacket.d.ts +1 -0
  27. package/definitions/game/multiplayer/packets/client/SetPlayerZPacket.d.ts +1 -0
  28. package/definitions/game/multiplayer/packets/client/ShowLoadingScreenPacket.d.ts +1 -0
  29. package/definitions/game/multiplayer/packets/client/SynchronizeGameStatePacket.d.ts +1 -0
  30. package/definitions/game/multiplayer/packets/client/SynchronizeStatesPacket.d.ts +1 -0
  31. package/definitions/game/multiplayer/packets/client/WorldPacket.d.ts +1 -0
  32. package/definitions/game/multiplayer/packets/server/AddMessageHistoryPacket.d.ts +1 -0
  33. package/definitions/game/multiplayer/packets/server/ConnectPacket.d.ts +1 -0
  34. package/definitions/game/multiplayer/packets/server/ConnectedPacket.d.ts +1 -0
  35. package/definitions/game/multiplayer/packets/server/DesyncPacket.d.ts +1 -0
  36. package/definitions/game/multiplayer/packets/server/KeepAlivePacket.d.ts +1 -0
  37. package/definitions/game/multiplayer/packets/server/LogsPacket.d.ts +1 -0
  38. package/definitions/game/multiplayer/packets/server/PingPacket.d.ts +1 -0
  39. package/definitions/game/multiplayer/packets/server/ReadyPacket.d.ts +1 -0
  40. package/definitions/game/multiplayer/packets/server/UiDataUpdatePacket.d.ts +1 -0
  41. package/definitions/game/multiplayer/packets/server/UpdateDialogInfoPacket.d.ts +1 -0
  42. package/definitions/game/multiplayer/packets/server/UpdateQuickSlotInfoPacket.d.ts +1 -0
  43. package/definitions/game/multiplayer/packets/shared/ChatMessagePacket.d.ts +1 -0
  44. package/definitions/game/multiplayer/packets/shared/DisconnectPacket.d.ts +1 -0
  45. package/definitions/game/multiplayer/packets/shared/DiscoverRecipePacket.d.ts +1 -0
  46. package/definitions/game/multiplayer/packets/shared/MarkAsExploredPacket.d.ts +1 -0
  47. package/definitions/game/multiplayer/packets/shared/UpdateMovementIntentPacket.d.ts +1 -0
  48. package/definitions/game/multiplayer/packets/shared/UpdateMultiplayerOptionsPacket.d.ts +1 -0
  49. package/definitions/game/multiplayer/packets/shared/UpdateWalkPathPacket.d.ts +1 -0
  50. package/definitions/game/ui/component/dropdown/EnumDropdown.d.ts +2 -1
  51. package/definitions/game/ui/component/dropdown/PlayerDropdown.d.ts +6 -5
  52. package/definitions/game/utilities/Log.d.ts +44 -43
  53. package/definitions/game/utilities/random/Random.d.ts +0 -1
  54. package/definitions/hosts/shared/globals.d.ts +2 -0
  55. package/definitions/test/core/applicationDom.d.ts +1 -1
  56. package/definitions/test/core/applicationInteractions.d.ts +19 -7
  57. package/definitions/test/core/applicationManager.d.ts +2 -2
  58. package/definitions/test/interfaces.d.ts +6 -2
  59. package/package.json +3 -1
@@ -61,7 +61,6 @@ declare global {
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  let saveManager: SaveManager;
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  let steamworks: Steamworks;
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  let ui: Ui;
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- const gc: ((options?: any) => Promise<void> | void) | undefined;
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  const gameVersion: string;
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  const gameVersionStage: string;
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  const gameVersionMajor: number;
@@ -165,7 +165,8 @@ export declare class Game extends EventEmitter.Host<IGameEvents> {
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  * This method should be able to be called multiple times in a row and nothing unexpected should occur.
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  * @param saveType Saves the game with the specified save type. Set to false to not save. Defaults to BackToMainMenu.
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  * @param shouldDisconnect Marks if the game should disconnect from multiplayer. Defaults to true.
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+ * @param hasDisconnected Marks if the game just disconnected from multiplayer. Defaults to false.
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  */
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- reset(saveType?: SaveType | false, shouldDisconnect?: boolean): Promise<void>;
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+ reset(saveType?: SaveType | false, shouldDisconnect?: boolean, hasDisconnected?: boolean): Promise<void>;
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  fastForwardIsland(island: Island, ticks: number, multiplayerLoadingDescription?: MultiplayerLoadingDescription): Promise<void>;
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  }
@@ -39,10 +39,10 @@ export interface IDoodadManagerEvents {
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  remove(doodad: Doodad): any;
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  }
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  export default class DoodadManager extends ObjectManager<Doodad, IDoodadManagerEvents> {
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- private readonly scarecrows;
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  private static cachedBestDoodadForTier;
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  private static cachedGroups;
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  private static cachedDoodadSpawns;
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+ private readonly scarecrows;
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  static getBestDoodadForTier(doodad: DoodadType | DoodadTypeGroup): DoodadType | undefined;
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  static generateLookups(): void;
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  static isGroup(doodadType: DoodadType | DoodadTypeGroup): doodadType is DoodadTypeGroup;
@@ -50,7 +50,10 @@ export default class DoodadManager extends ObjectManager<Doodad, IDoodadManagerE
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  static getGroupDoodads(doodadGroup: DoodadTypeGroup): Set<DoodadType>;
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  static getDoodadTypeGroupName(doodadType: DoodadType | DoodadTypeGroup, article?: boolean, count?: number): Translation;
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  delete(): void;
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- load(): void;
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+ /**
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+ * Note: This can be called multiple times in the same game depending on loading/unloading of islands
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+ */
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+ load(hasLoadedBefore: boolean): void;
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  isGroup(doodadType: DoodadType | DoodadTypeGroup): doodadType is DoodadTypeGroup;
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  isInGroup(doodadType: DoodadType, doodadGroup: DoodadTypeGroup | DoodadType): boolean;
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  getBestDoodadForTier(doodad: DoodadType | DoodadTypeGroup): DoodadType | undefined;
@@ -12,3 +12,4 @@ import { Action } from "game/entity/action/Action";
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  import { ActionArgument } from "game/entity/action/IAction";
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  declare const _default: Action<[[ActionArgument.ItemInventory, ActionArgument.Undefined]], import("../../player/Player").default, void, [(import("../../../item/Item").default | undefined)?]>;
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  export default _default;
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+ export declare function getCoordinatesTranslationArgs(x: number, y: number): any[];
@@ -86,6 +86,11 @@ export default class Island extends EventEmitter.Host<IIslandEvents> implements
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  loadCount: number;
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  seeds: ISeeds;
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  readonly seededRandom: Random<SeededGenerator>;
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+ /**
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+ * Random for milestone modifiers. You should only use the one in the default island
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+ * todo: remove since this is no longer used
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+ */
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+ readonly seededMilestoneModifiersRandom: Random<SeededGenerator>;
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  /**
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  * Set of players on this island
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  */
@@ -106,6 +111,7 @@ export default class Island extends EventEmitter.Host<IIslandEvents> implements
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  get id(): `${number},${number}`;
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  get biome(): import("game/biome/IBiome").IBiomeDescription;
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  get isLoaded(): boolean;
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+ get hasLoadedItemReferences(): boolean;
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  get isLocalIsland(): boolean;
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  get world(): World;
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  /**
@@ -184,6 +184,10 @@ export interface IItemDescription extends IObjectDescription, IModdable, ITemper
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  plural?: string;
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  hideHelmet?: boolean;
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  worth?: number;
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+ /**
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+ * Array of items that the item is "made from" in cases where we can't use the disassembly items to burn into.
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+ * All items in array are required to have onBurn set in their description to function properly.
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+ */
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  burnsLike?: ItemType[];
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  spawnableTiles?: TileGroup;
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  gather?: ILiquid;
@@ -279,10 +283,13 @@ export interface IMoveToTileOptions {
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  fromPoint?: IVector3;
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  toPoint: IVector3;
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  toContainer?: IContainer;
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+ beforeMovement?: IMoveToTileBeforeMovementOptions;
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  afterMovement?: IMoveToTileAfterMovementOptions;
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  }
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- export interface IMoveToTileAfterMovementOptions {
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+ export interface IMoveToTileBeforeMovementOptions {
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  remove?: boolean;
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+ }
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+ export interface IMoveToTileAfterMovementOptions {
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  soundEffect?: SfxType;
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  particles?: IRGB;
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  }
@@ -128,17 +128,19 @@ declare module Loading {
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  */
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  progress(load: Load, progress: number): any;
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  /**
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- * Emitted when a thing has finished loading
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+ * Emitted when a load has finished loading.
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+ * Either this or "cancel" will be called when a load is done
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  */
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  step(...loaded: Load[]): any;
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  /**
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- * Emitted when all things have finished loading
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+ * Emitted when a load has been cancelled.
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+ * Either this or "step"" will be called when a load is done
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  */
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- end(...loaded: Load[]): any;
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+ cancel(load: Load): any;
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  /**
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- * Emitted when a load has been cancelled
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+ * Emitted when all things have finished loading
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  */
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- cancel(load: Load): any;
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+ end(...loaded: Load[]): any;
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  }
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  const currently: Map<Load, any[]>;
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  class Events extends EventEmitter.Host<ILoadingEvents> {
@@ -161,7 +163,10 @@ declare module Loading {
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  * Returns a promise that will resolve when the load is complete, and reject if the load is cancelled.
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  */
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  function waitFor(load: Load): Promise<void>;
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+ /**
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+ * Returns a promise that will resolve when all running loads are complete.
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+ */
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+ function waitForAll(): Promise<void>;
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  function progress(load: Load, progress: number): Promise<void>;
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- function done(): Promise<void>;
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  }
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  export default Loading;