@wayward/types 2.11.1-beta.dev.20211230.1 → 2.11.1-beta.dev.20211231.1
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/definitions/game/game/Game.d.ts +2 -1
- package/definitions/game/game/island/Island.d.ts +5 -0
- package/definitions/game/multiplayer/networking/Connection.d.ts +2 -2
- package/definitions/game/multiplayer/networking/IConnection.d.ts +1 -0
- package/definitions/game/multiplayer/packets/IPacket.d.ts +2 -2
- package/definitions/game/multiplayer/packets/Packet.d.ts +2 -2
- package/definitions/game/utilities/random/Random.d.ts +0 -1
- package/definitions/test/core/applicationDom.d.ts +1 -1
- package/definitions/test/core/applicationInteractions.d.ts +14 -5
- package/definitions/test/core/applicationManager.d.ts +2 -2
- package/definitions/test/interfaces.d.ts +6 -2
- package/package.json +4 -4
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@@ -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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}
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@@ -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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*/
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@@ -47,7 +47,6 @@ export declare abstract class Connection implements IConnection {
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sendKeepAlive(): void;
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getState(): ConnectionState;
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setState(state: ConnectionState): void;
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serializePacket(packet: IPacket): ArrayBuffer;
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/**
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* Queues a packet to be sent soon
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* Note: packets are serialized when queued
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@@ -56,7 +55,7 @@ export declare abstract class Connection implements IConnection {
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/**
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* Queues data to be sent soon
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*/
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-
protected queuePacketData(data: ArrayBuffer): void;
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protected queuePacketData(data: ArrayBuffer, packetNumber?: number): void;
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/**
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* Clears queued packets
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*/
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@@ -73,6 +72,7 @@ export declare abstract class Connection implements IConnection {
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* Sends queued data to the connection w/ flow control
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*/
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private _processQueuedData;
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private _serializePacket;
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abstract readonly maxMessageSize: number;
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abstract isConnected(): boolean;
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protected abstract onClosing(): void;
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@@ -31,8 +31,8 @@ export interface IPacket<T = any> {
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isSyncCheckEnabled(): boolean;
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isAllowedWhenPaused(): boolean;
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process(): T;
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-
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-
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processSerializedData(dataView: DataView): void;
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serializeData(): void;
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}
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export declare enum NetworkPropertyType {
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Bool = 0,
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@@ -22,8 +22,8 @@ export declare abstract class Packet<T = void> extends IndexedPacket implements
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isAllowedWhenPaused(): boolean;
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getSynchronizationCheckData(): ISynchronizationCheckData;
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getArrayBuffer(id?: number): ArrayBuffer;
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-
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-
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serializeData(): number;
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processSerializedData(dataView: DataView): void;
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abstract process(): T;
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send(exclude?: PacketTarget): void;
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sendTo(to: PacketTarget, force?: boolean): void;
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@@ -132,7 +132,6 @@ export declare module RandomReference {
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export declare function getRandom(randomInstance: RandomInstance, islandId?: IslandId): Random<SeededGenerator>;
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export declare function createSeededRandom(seed?: number, addMultiplayerSyncChecks?: boolean): Random<SeededGenerator>;
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export declare const mapGenRandom: Random<SeededGenerator>;
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export declare const randomMilestoneModifiers: Random<SeededGenerator>;
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export declare const generalRandom: Random<{
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get: () => number;
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}>;
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@@ -23,7 +23,7 @@ export default class ApplicationDom {
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clickIfVisibleElement(selector: string): Promise<WebdriverIO.Element | undefined>;
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getVisibleElements(selector: string): Promise<WebdriverIO.Element[] | undefined>;
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getVisibleAndClickableElement(selector: string): Promise<WebdriverIO.Element | undefined>;
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waitForVisibleThenClick(selector: string, timeout?: number, indent?: boolean): Promise<void>;
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waitForVisibleThenClick(selector: string, timeout?: number, indent?: boolean, clickOnce?: boolean): Promise<void>;
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waitForVisibleElements(selector: string, timeout?: number): Promise<WebdriverIO.Element[]>;
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waitForNotVisible(selector: string, timeout?: number): Promise<void>;
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waitUntil(executor: () => Promise<boolean>, options: webdriverio.WaitUntilOptions): Promise<true | void>;
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@@ -12,8 +12,7 @@
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import type { Stat } from "../../game/game/entity/IStats";
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import { Direction } from "../../game/utilities/math/Direction";
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import type { Random, SeededGenerator } from "../../game/utilities/random/Random";
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import type { INewGameOptions } from "../interfaces";
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import { GameMode } from "../interfaces";
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import type { IDedicatedServerGameOptions, INewGameOptions } from "../interfaces";
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import type { IslandId } from "../../game/game/island/IIsland";
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import ApplicationDom from "./applicationDom";
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import ApplicationLogger from "./applicationLogger";
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@@ -27,11 +26,14 @@ export default class ApplicationInteractions {
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constructor(additionalArgs: string[], random: Random<SeededGenerator>);
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waitForInitialStartup(expectedInitialScreen: "title" | "mp_gameplay_modifiers"): Promise<void>;
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waitUntilLoadingIsFinished(expectedMultiplayerMenu?: boolean): Promise<void>;
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-
playDedicatedServer(
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playDedicatedServer(options: IDedicatedServerGameOptions): Promise<void>;
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playNewGame(options: INewGameOptions): Promise<void>;
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private setupCommonOptions;
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unlockMilestoneModifiers(): Promise<void>;
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playImportedGame(savePath: string): Promise<void>;
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playContinueGame(): Promise<void>;
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quitGame(): Promise<void>;
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clickOptions(): Promise<void>;
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clickNewGame(): Promise<void>;
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clickLoadGame(): Promise<void>;
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clickConfirm(): Promise<void>;
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@@ -41,7 +43,11 @@ export default class ApplicationInteractions {
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clickJoinServer(): Promise<void>;
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clickDailyChallenge(): Promise<void>;
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clickBack(timeout?: number): Promise<void>;
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clickButton(name: string,
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clickButton(name: string, options?: Partial<{
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force: boolean;
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clickOnce: boolean;
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timeout: number;
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}>): Promise<void>;
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clickYesIfVisible(): Promise<boolean>;
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clickButtonIfVisible(name: string): Promise<boolean>;
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clickUnpauseIconIfVisible(): Promise<void>;
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@@ -80,7 +86,10 @@ export default class ApplicationInteractions {
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isOverlayVisible(): Promise<WebdriverIO.Element[] | undefined>;
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waitUntilTitleScreenIsVisible(): Promise<void>;
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waitUntilGameEndMenuIsVisible(): Promise<void>;
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waitForVisibleButtonThenClick(name: string,
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waitForVisibleButtonThenClick(name: string, options?: Partial<{
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clickOnce: boolean;
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timeout: number;
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}>): Promise<void>;
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increaseStat(stat: Stat, value: number): Promise<void>;
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randomInput(count: number): Promise<void>;
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pressKey(key: string, modifier?: string): Promise<void>;
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@@ -10,7 +10,7 @@
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*/
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import type Player from "../../game/game/entity/player/Player";
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import { Direction } from "../../game/utilities/math/Direction";
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import type {
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import type { INewGameOptions } from "../interfaces";
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import type { IDifferences } from "../../game/utilities/object/JsonHelper";
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import type Application from "./application";
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import type { ITestState } from "./application";
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getLog(): string[];
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compileDifferences(client: string | number, differences: IDifferences): string;
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verifyGameStates(): Promise<void>;
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createMultiplayerGame(
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createMultiplayerGame(options: Omit<INewGameOptions, "playMode">): Promise<void>;
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setClientJoinIsland(x: number, y: number): Promise<void>;
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getServerGameCode(): Promise<string>;
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joinServer(...apps: Application[]): Promise<void>;
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@@ -8,12 +8,16 @@
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* Wayward is a copyrighted and licensed work. Modification and/or distribution of any source files is prohibited. If you wish to modify the game in any way, please refer to the modding guide:
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* https://github.com/WaywardGame/types/wiki
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*/
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export interface
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export interface ICommonGameOptions {
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gameMode: GameMode;
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seed?: string | number;
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enableAllMilestoneModifiers?: boolean;
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}
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export interface INewGameOptions extends ICommonGameOptions {
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playMode: GamePlayMode;
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reuseCharacter?: boolean;
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seed?: string | number;
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}
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export declare type IDedicatedServerGameOptions = ICommonGameOptions;
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export declare enum GameMode {
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Hardcore = "Hardcore Mode",
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Casual = "Casual Mode",
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package/package.json
CHANGED
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{
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"name": "@wayward/types",
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"description": "TypeScript declarations for Wayward, used for modding.",
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"version": "2.11.1-beta.dev.
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"version": "2.11.1-beta.dev.20211231.1",
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"license": "MIT",
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"repository": {
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"type": "git",
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"watch": "tsc --build"
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},
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"dependencies": {
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"@types/fs-extra": "^9.0.13",
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"@types/node": "^17.0.5",
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"@wayward/goodstream": "0.7.1"
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},
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"devDependencies": {
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"@wayward/game": "^1.0.0"
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"@types/node": "^17.0.5",
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"@types/fs-extra": "^9.0.13"
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"@wayward/game": "^1.0.0"
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}
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}
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