@wayward/types 2.12.0-beta.dev.20220903.1 → 2.12.0-beta.dev.20220904.1
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/audio/IAudio.d.ts +5 -3
- package/definitions/game/game/entity/action/IAction.d.ts +7 -13
- package/definitions/game/game/entity/action/usable/UsableAction.d.ts +8 -16
- package/definitions/game/game/entity/action/usable/actions/UsableActionsDynamic.d.ts +2 -2
- package/definitions/game/game/entity/action/usable/actions/UsableActionsMain.d.ts +2 -2
- package/definitions/game/game/entity/creature/ICreature.d.ts +7 -1
- package/definitions/game/game/entity/player/IMessageManager.d.ts +7 -0
- package/definitions/game/game/entity/player/MessageManager.d.ts +3 -1
- package/definitions/game/game/item/IItemManager.d.ts +1 -1
- package/definitions/game/ui/old/OldUi.d.ts +1 -1
- package/definitions/game/ui/old/screens/InGameScreen.d.ts +2 -4
- package/definitions/game/ui/screen/screens/game/component/Item.d.ts +22 -5
- package/definitions/game/ui/screen/screens/game/dialog/EquipmentDialog.d.ts +2 -2
- package/definitions/game/ui/screen/screens/game/static/ActionBar.d.ts +4 -3
- package/package.json +1 -1
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@@ -55,9 +55,11 @@ export declare enum SfxType {
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UiInput = 28,
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UiInvalid = 29,
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UiOpen = 30,
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-
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-
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-
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UiProtect = 31,
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UiSelect = 32,
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UiUnprotect = 33,
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Walk = 34,
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Water = 35
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}
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export declare type SfxUi = Extract<keyof typeof SfxType, `Ui${string}`> extends `Ui${infer RESULT}` ? Lowercase<RESULT> : never;
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export declare enum Music {
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@@ -18,8 +18,7 @@ import type Human from "game/entity/Human";
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import type { AttackType, EntityType } from "game/entity/IEntity";
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import type { EquipType, RestType, SkillType } from "game/entity/IHuman";
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import type NPC from "game/entity/npc/NPC";
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import type {
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import { Source } from "game/entity/player/IMessageManager";
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import type { IPackedMessage } from "game/entity/player/IMessageManager";
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import type { TurnTypeFlag } from "game/entity/player/IPlayer";
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import type Player from "game/entity/player/Player";
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import type { Quality } from "game/IObject";
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@@ -31,8 +30,6 @@ import type { IPromptDescriptionBase, PromptDescriptionArgs } from "game/meta/pr
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import type { Milestone } from "game/milestones/IMilestone";
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import type { ITile } from "game/tile/ITerrain";
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import type TileEvent from "game/tile/TileEvent";
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import type Message from "language/dictionary/Message";
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import type Translation from "language/Translation";
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import type { IRGB } from "utilities/Color";
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import type { Direction } from "utilities/math/Direction";
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import type { IVector2, IVector3 } from "utilities/math/IVector";
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@@ -176,22 +173,19 @@ export declare enum ActionDisplayLevel {
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}
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export interface IActionUsable {
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usable: true;
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/**
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* Whether this action is currently usable with the "use on move" feature. Defaults to `true`
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*/
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usableOnMove?: boolean;
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displayLevel?: ActionDisplayLevel;
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}
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export interface IActionNotUsable {
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export interface IActionNotUsable extends Partial<IPackedMessage> {
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usable: false;
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alreadyUsing?: true;
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errorDisplayLevel?: ActionDisplayLevel;
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-
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args?: Translation | any[];
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mobCheck?: IVector3;
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arg?: never;
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type?: MessageType;
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sources?: Source | Source[];
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source?: never;
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mobCheck?: IVector3;
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}
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export declare namespace IActionNotUsableUtilities {
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function sendMessage(result: IActionNotUsable, human?: Human): void;
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}
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export declare type AnyActionDescription = IActionDescription<Array<ActionArgument | ActionArgument[]>, Entity, any, IActionUsable, any[]>;
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export interface IActionDescription<A extends Array<ActionArgument | ActionArgument[]> = Array<ActionArgument | ActionArgument[]>, E extends Entity = Entity, R = void, CU extends IActionUsable = IActionUsable, AV extends any[] = ActionArgumentTupleTypes<A>> {
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@@ -25,12 +25,9 @@ import type Message from "language/dictionary/Message";
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import { ActionTranslation } from "language/dictionary/Misc";
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import TranslationImpl from "language/impl/TranslationImpl";
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import Translation from "language/Translation";
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import { PathType } from "resource/IResourceLoader";
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import type Bindable from "ui/input/Bindable";
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import type { ItemDetailIconLocation } from "ui/screen/screens/game/component/Item";
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import type Tooltip from "ui/tooltip/Tooltip";
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import type { HighlightSelector } from "ui/util/IHighlight";
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import ImagePath from "ui/util/ImagePath";
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export interface IUsableActionRequirement<TYPE> {
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allowNone?: true;
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validate?(player: Player, value: TYPE): boolean;
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@@ -101,7 +98,7 @@ export interface IUsableActionUsing<REQUIREMENTS extends IUsableActionRequiremen
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}
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export declare type UsableActionIconReference = ActionType | UsableActionType | UsableActionTypePlaceholder | (Omit<IIcon, "path"> & {
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action: ActionType | UsableActionType | UsableActionTypePlaceholder;
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});
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}) | IIcon;
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export declare type ReturnableUsableActionUsability = IActionUsable | IActionNotUsable | boolean;
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export interface IUsableActionUsable<REQUIREMENTS extends IUsableActionRequirements> extends IActionUsable {
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using: IUsableActionUsing<REQUIREMENTS>;
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@@ -151,10 +148,6 @@ export interface IUsableActionDefinitionBase<REQUIREMENTS extends IUsableActionR
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* because it's repairing this tool.
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*/
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iconLocationOnItem?: ItemDetailIconLocation;
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/**
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* The tooltip this action should have, or an initialiser for it.
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*/
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tooltip?: ActionType | ((tooltip: Tooltip) => any);
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/**
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* A handler for what this action will highlight when hovered with the mouse.
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* @param selectors The default selectors. The defaults can be removed, and/or additional selectors can be added.
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@@ -174,11 +167,14 @@ export interface IUsableActionDefinitionBase<REQUIREMENTS extends IUsableActionR
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*/
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displayLevel?: ActionDisplayLevel;
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/**
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-
*
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* Controls the display order of this action compared to other actions.
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* Generally you want to leave this as 0 (default) and just register your action in the correct place.
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*
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* Priority can be generated dynamically based on the given objects — item, doodad, etc.
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*
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* Higher priority === appears first.
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* Lower priority === appears last.
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*/
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-
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priority?: number | ((using: IUsableActionPossibleUsing) => number | undefined);
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/**
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* Whether this action is currently usable — even if an action "makes sense" with the player and the objects they're using,
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* and the player can slot it and stuff, it might not currently be usable. For example, "harvest" having nothing to harvest.
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@@ -261,11 +257,7 @@ declare class UsableAction<REQUIREMENTS extends IUsableActionRequirements = IUsa
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getDoodad(player: Player, provided?: IUsableActionPossibleUsing): false | Doodad | undefined;
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getCreature(player: Player, provided?: IUsableActionPossibleUsing): false | Creature | undefined;
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getNPC(player: Player, provided?: IUsableActionPossibleUsing): false | NPC | undefined;
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getIcon(provided: IUsableActionPossibleUsing):
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path: ImagePath<PathType.Action>;
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width: number;
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height: number;
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} | undefined;
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getIcon(provided: IUsableActionPossibleUsing): IIcon | undefined;
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getHighlightSelectors(using?: IUsableActionPossibleUsing): HighlightSelector[];
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private translator?;
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getTranslation(using?: IUsableActionUsing<REQUIREMENTS>, which?: ActionTranslation): Translation | undefined;
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@@ -18,7 +18,7 @@ export interface IUsableActionDynamicDefinition {
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icon?: UsableActionIconReference;
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bindable: Bindable;
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displayLevel?: ActionDisplayLevel;
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priority?: number;
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}
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export interface IUsableActionsDynamicConfig<DEFINITION extends IUsableActionDynamicDefinition, REQUIREMENTS extends IUsableActionRequirements> {
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id: string;
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requirements?(action: ActionType, definition?: DEFINITION): REQUIREMENTS;
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isUsable(action: ActionType, player: Player, using: IUsableActionUsing<REQUIREMENTS>, definition?: DEFINITION): ReturnableUsableActionUsability;
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execute(action: ActionType, player: Player, using: IUsableActionUsing<REQUIREMENTS>, definition?: DEFINITION): any;
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priority?(action: ActionType, using: IUsableActionPossibleUsing, definition?: DEFINITION): number | undefined;
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}
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export default class UsableActionsDynamic<DEFINITION extends IUsableActionDynamicDefinition, REQUIREMENTS extends IUsableActionRequirements> extends UsableActionGenerator {
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constructor(config: IUsableActionsDynamicConfig<DEFINITION, REQUIREMENTS>);
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@@ -13,8 +13,8 @@ declare const UsableActionsMain: UsableActionGenerator<[]>;
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export default UsableActionsMain;
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export declare enum UsableActionSet {
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/**
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* A set of usable action that appear before all other actions, unless {@link IUsableActionDefinitionBase.
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* Note that `
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* A set of usable action that appear before all other actions, unless {@link IUsableActionDefinitionBase.priority} causes them to appear even earlier.
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* Note that `priority` is used to sort "use item/doodad/npc" actions to the top — the actions that appear in {@link IItemDescription.use}.
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*/
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First = 0,
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Vehicle = 1,
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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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import type { SfxType } from "audio/IAudio";
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import type { BiomeType } from "game/biome/IBiome";
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import type Doodad from "game/doodad/Doodad";
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import type Creature from "game/entity/creature/Creature";
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import type Human from "game/entity/Human";
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import type { AiType, DamageType, Defense, ICausesStatusEffect, IEntityEvents, MoveType } from "game/entity/IEntity";
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import type { IPackedMessage } from "game/entity/player/IMessageManager";
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import type { ItemType, ItemTypeGroup } from "game/item/IItem";
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import type { LootGroupType } from "game/item/LootGroups";
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import type { ITemperatureDescription } from "game/temperature/ITemperature";
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import type TranslationImpl from "language/impl/TranslationImpl";
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import type Translation from "language/Translation";
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import type { IModdable } from "mod/ModRegistry";
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import type { StatNotificationType } from "renderer/notifier/INotifier";
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import type { IRGB } from "utilities/Color";
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export declare enum CreatureType {
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Slime = 0,
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target: Human | Creature;
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damageAmount: number;
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damageType: DamageType;
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onlyCalculating?: boolean;
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weaponName?: Message | TranslationImpl;
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yourWeaponName?: Translation;
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targetName?: Translation;
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vulnerable: number;
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vulnerableTypes: DamageType[];
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noDamage: boolean;
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regenerate: number[];
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soundEffect?: SfxType;
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statNotifications: Array<[StatNotificationType, number]>;
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messages: IPackedMessage[];
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}
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export interface ICreatureEvents extends IEntityEvents {
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/**
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type?: MessageType;
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message: ISerializedTranslation;
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}
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export interface IPackedMessage {
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message: Message;
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args?: Translation | any[];
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type?: MessageType;
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sources?: Source | Source[];
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}
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export interface IMessageManager {
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getMessageHistory(): Stream<IMessage>;
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clear(): this;
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ifVisible(canSee?: IVector4): this;
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ifOnIsland(island: Island): this;
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send(message: Message | Translation, ...args: any[]): boolean;
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sendPacked(pack: Partial<IPackedMessage>, ...extraSources: Source[]): boolean;
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pruneMessageHistory(): boolean;
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ifIs(human: Human): this;
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ifIsNot(human: Human): this;
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*/
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import Stream from "@wayward/goodstream/Stream";
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import type Human from "game/entity/Human";
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import type { IMessage, IMessageHistoryItem, IMessageManager } from "game/entity/player/IMessageManager";
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import type { IMessage, IMessageHistoryItem, IMessageManager, IPackedMessage } from "game/entity/player/IMessageManager";
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import { MessageType, Source } from "game/entity/player/IMessageManager";
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import type Player from "game/entity/player/Player";
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import type Island from "game/island/Island";
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ifIs(player: Player): this;
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ifIsNot(player: Player): this;
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send(): boolean;
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sendPacked(): boolean;
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sentToAll(sentToAll?: boolean): this;
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pruneMessageHistory(): boolean;
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addToHistory(messageHistoryItem: IMessageHistoryItem): void;
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* Note: After sending a message, the message source, type, and human (if any) are reset.
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*/
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send(message: Message | Translation, ...args: any[]): boolean;
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sendPacked(pack: Partial<IPackedMessage>, ...extraSources: Source[]): boolean;
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addToHistory(messageHistoryItem: IMessageHistoryItem): void;
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/**
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* Signal that the message was sent to everyone
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}
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export interface IGetBestItemsOptions extends IGetItemsOptions {
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action: ActionType;
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actionWith: Item;
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filterType: ItemType;
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filterGroup: ItemTypeGroup;
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filterConsumable: true;
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targetCreature: Creature;
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ammoItem: Item;
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filter(item: Item): any;
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}
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export declare enum CraftStatus {
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syncDecayBar(item: Item, syncDamage?: boolean): void;
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syncItemElements(itemIds: number | number[], forceSyncDecay?: boolean): void;
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setEquipSlot(equip: EquipType, itemId: number, internal?: boolean): void;
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removeItemFromEquipSlot(equip: EquipType): void;
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removeItemFromEquipSlot(equip: EquipType, itemId: number): void;
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shouldRefreshMods(): boolean;
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onGameEnd(): void;
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toggleUIDisplay(hide: boolean): void;
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* https://github.com/WaywardGame/types/wiki
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*/
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import type Doodad from "game/doodad/Doodad";
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-
import { EquipType } from "game/entity/IHuman";
|
|
12
|
+
import type { EquipType } from "game/entity/IHuman";
|
|
13
13
|
import NPC from "game/entity/npc/NPC";
|
|
14
14
|
import type { IContainer, IDismantleComponent } from "game/item/IItem";
|
|
15
15
|
import { ItemType } from "game/item/IItem";
|
|
@@ -139,10 +139,8 @@ export default class InGameScreen extends BaseScreen {
|
|
|
139
139
|
tooltipHide(): void;
|
|
140
140
|
unSelectElements(): void;
|
|
141
141
|
onSortableItemReceive(sortableEvent: ISortableEvent): void;
|
|
142
|
-
getEquipSlotItemElement(equip: EquipType): JQuery;
|
|
143
|
-
getItemIdInEquipSlot(equip: EquipType): number | undefined;
|
|
144
142
|
setEquipSlot(equip: EquipType, itemId?: number, internal?: boolean): void;
|
|
145
|
-
removeItemFromEquipSlot(equip: EquipType): void;
|
|
143
|
+
removeItemFromEquipSlot(equip: EquipType, itemId: number): void;
|
|
146
144
|
updateCraftingDialog(craftableItemTypes: ItemType[], nonCraftableItemTypes: ItemType[]): void;
|
|
147
145
|
updateDismantleTab(dismantleItems: IDismantleComponent, force?: boolean): void;
|
|
148
146
|
createCraftItemElements(containerSortInfo: IContainerSortInfo): void;
|
|
@@ -9,14 +9,15 @@
|
|
|
9
9
|
* https://github.com/WaywardGame/types/wiki
|
|
10
10
|
*/
|
|
11
11
|
import type { Events, IEventEmitter } from "event/EventEmitter";
|
|
12
|
-
import type
|
|
13
|
-
import type { ActionId, IUsableActionPossibleUsing } from "game/entity/action/usable/UsableAction";
|
|
12
|
+
import type { ActionId } from "game/entity/action/usable/UsableAction";
|
|
14
13
|
import type { EquipType } from "game/entity/IHuman";
|
|
15
14
|
import type { ItemType } from "game/item/IItem";
|
|
16
15
|
import type Item from "game/item/Item";
|
|
17
16
|
import Component from "ui/component/Component";
|
|
18
17
|
import type ContextMenu from "ui/component/ContextMenu";
|
|
19
18
|
import Bindable from "ui/input/Bindable";
|
|
19
|
+
import type ActionBar from "ui/screen/screens/game/static/ActionBar";
|
|
20
|
+
import type { ActionSlot } from "ui/screen/screens/game/static/ActionBar";
|
|
20
21
|
import type { IDraggableComponent } from "ui/util/Draggable";
|
|
21
22
|
import Draggable from "ui/util/Draggable";
|
|
22
23
|
import Vector2 from "utilities/math/Vector2";
|
|
@@ -60,10 +61,21 @@ export interface IItemHandler {
|
|
|
60
61
|
equipSlot?: EquipType;
|
|
61
62
|
getItem?(): Item | undefined;
|
|
62
63
|
getItemType?(): ItemType | undefined;
|
|
63
|
-
|
|
64
|
-
getActionUsing?(): IUsableActionPossibleUsing | undefined;
|
|
64
|
+
getActionSlot?(): ActionSlot | undefined;
|
|
65
65
|
getBindables?(bindables: Bindable[]): Bindable[];
|
|
66
66
|
}
|
|
67
|
+
export declare enum ItemRefreshType {
|
|
68
|
+
ItemType = 1,
|
|
69
|
+
Durability = 2,
|
|
70
|
+
Decay = 4,
|
|
71
|
+
Quality = 8,
|
|
72
|
+
Magic = 16,
|
|
73
|
+
Protected = 32,
|
|
74
|
+
EquipSlot = 64,
|
|
75
|
+
MaybeSlottedInActionSlot = 128,
|
|
76
|
+
Action = 256,
|
|
77
|
+
All = 511
|
|
78
|
+
}
|
|
67
79
|
export default class ItemComponent extends Component {
|
|
68
80
|
protected readonly handler: IItemHandler;
|
|
69
81
|
static registerSlot(slot: ItemSlot): void;
|
|
@@ -78,7 +90,12 @@ export default class ItemComponent extends Component {
|
|
|
78
90
|
constructor(handler: IItemHandler);
|
|
79
91
|
private lastItem?;
|
|
80
92
|
private getItem;
|
|
81
|
-
|
|
93
|
+
protected onSlotUpdate(actionBar: ActionBar, slot: ActionSlot): void;
|
|
94
|
+
protected onToggleProtected(): void;
|
|
95
|
+
protected onUpdateEquip(): void;
|
|
96
|
+
protected onUpdateItemType(): void;
|
|
97
|
+
protected onUpdateDurability(): void;
|
|
98
|
+
refresh(refreshType: ItemRefreshType): void;
|
|
82
99
|
clone(): ItemComponent;
|
|
83
100
|
setItemMenu(initialiser?: (contextMenu: ContextMenu<ActionId>) => any): this;
|
|
84
101
|
private dragPreview?;
|
|
@@ -14,7 +14,7 @@ import Component from "ui/component/Component";
|
|
|
14
14
|
import type { IBindHandlerApi } from "ui/input/Bind";
|
|
15
15
|
import Dialog from "ui/screen/screens/game/component/Dialog";
|
|
16
16
|
import type { IItemDropApi, ItemSlot } from "ui/screen/screens/game/component/Item";
|
|
17
|
-
import ItemComponent from "ui/screen/screens/game/component/Item";
|
|
17
|
+
import ItemComponent, { ItemRefreshType } from "ui/screen/screens/game/component/Item";
|
|
18
18
|
import EquipmentSlotTooltipHandler from "ui/screen/screens/game/dialog/equipment/EquipmentSlotTooltip";
|
|
19
19
|
export declare enum EquipmentClasses {
|
|
20
20
|
Main = "game-dialog-equipment",
|
|
@@ -41,7 +41,7 @@ export declare class EquipmentSlot extends ItemComponent {
|
|
|
41
41
|
private overriddenItem?;
|
|
42
42
|
equipItem(item: Item): Promise<void>;
|
|
43
43
|
clear(): void;
|
|
44
|
-
refresh(): void;
|
|
44
|
+
refresh(refreshType: ItemRefreshType): void;
|
|
45
45
|
protected onEquipEvent(): void;
|
|
46
46
|
protected onDrop(api: IItemDropApi, intoSlot?: ItemSlot): void;
|
|
47
47
|
private isEquippable;
|
|
@@ -10,7 +10,7 @@
|
|
|
10
10
|
*/
|
|
11
11
|
import type { Events, IEventEmitter } from "event/EventEmitter";
|
|
12
12
|
import type { IActionApi } from "game/entity/action/IAction";
|
|
13
|
-
import type { IUsableActionRequirements, ReturnableUsableActionUsability } from "game/entity/action/usable/UsableAction";
|
|
13
|
+
import type { IUsableActionPossibleUsing, IUsableActionRequirements, ReturnableUsableActionUsability } from "game/entity/action/usable/UsableAction";
|
|
14
14
|
import type Player from "game/entity/player/Player";
|
|
15
15
|
import type Item from "game/item/Item";
|
|
16
16
|
import Button from "ui/component/Button";
|
|
@@ -84,8 +84,8 @@ export default class ActionBar extends QuadrantComponent {
|
|
|
84
84
|
private refreshSlots;
|
|
85
85
|
}
|
|
86
86
|
declare class ActionSlotSlottedContainer extends ItemComponent {
|
|
87
|
-
|
|
88
|
-
constructor(
|
|
87
|
+
readonly slot: ActionSlot;
|
|
88
|
+
constructor(slot: ActionSlot);
|
|
89
89
|
clone(): ActionSlotSlottedContainer;
|
|
90
90
|
protected onEnter(reason: "mouse" | "focus"): void;
|
|
91
91
|
}
|
|
@@ -121,5 +121,6 @@ export declare class ActionSlot extends Button implements IRefreshable {
|
|
|
121
121
|
protected onLeave(reason: "mouse" | "focus"): void;
|
|
122
122
|
private getTooltipLocation;
|
|
123
123
|
getAction(): import("game/entity/action/usable/UsableAction").default<IUsableActionRequirements, import("game/entity/action/usable/UsableAction").IUsableActionDefinition<IUsableActionRequirements>> | undefined;
|
|
124
|
+
getUsing(): IUsableActionPossibleUsing;
|
|
124
125
|
}
|
|
125
126
|
export {};
|
package/package.json
CHANGED