@wayward/types 2.12.0-beta.dev.20221003.2 → 2.12.0-beta.dev.20221005.1
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/ObjectManager.d.ts +1 -1
- package/definitions/game/game/doodad/DoodadManager.d.ts +1 -1
- package/definitions/game/game/entity/Human.d.ts +1 -1
- package/definitions/game/game/entity/action/ActionExecutor.d.ts +1 -1
- package/definitions/game/game/entity/action/IAction.d.ts +1 -2
- package/definitions/game/game/entity/action/actions/CloseContainer.d.ts +1 -1
- package/definitions/game/game/entity/action/actions/CloseDoor.d.ts +1 -1
- package/definitions/game/game/entity/action/actions/Dismount.d.ts +1 -1
- package/definitions/game/game/entity/action/actions/OpenContainer.d.ts +1 -1
- package/definitions/game/game/entity/action/actions/PackGround.d.ts +1 -1
- package/definitions/game/game/entity/action/actions/PropOpenDoor.d.ts +1 -1
- package/definitions/game/game/entity/action/actions/Ride.d.ts +1 -1
- package/definitions/game/game/entity/action/actions/Till.d.ts +1 -1
- package/definitions/game/game/entity/action/usable/IUsableAction.d.ts +1 -0
- package/definitions/game/game/entity/action/usable/UsableAction.d.ts +6 -1
- package/definitions/game/game/entity/action/usable/actions/UsableActionsDynamic.d.ts +1 -0
- package/definitions/game/game/entity/player/Player.d.ts +1 -1
- package/definitions/game/game/inspection/IInspection.d.ts +2 -1
- package/definitions/game/game/inspection/inspections/ActionInspection.d.ts +1 -0
- package/definitions/game/game/island/IIsland.d.ts +2 -1
- package/definitions/game/game/island/Island.d.ts +2 -1
- package/definitions/game/game/item/Item.d.ts +1 -1
- package/definitions/game/game/item/ItemManager.d.ts +1 -1
- package/definitions/game/game/milestones/IMilestone.d.ts +1 -1
- package/definitions/game/game/milestones/MilestoneManager.d.ts +3 -3
- package/definitions/game/game/reference/ReferenceManager.d.ts +1 -1
- package/definitions/game/language/dictionary/UiTranslation.d.ts +677 -675
- package/definitions/game/multiplayer/Multiplayer.d.ts +1 -0
- package/definitions/game/multiplayer/packets/client/LoadIslandPacket.d.ts +1 -0
- package/definitions/game/save/upgrade/UpgradeIsland.d.ts +0 -4
- package/definitions/game/ui/component/ContextMenu.d.ts +2 -1
- package/definitions/game/ui/screen/screens/game/static/actions/ActionsDrawer.d.ts +13 -7
- package/definitions/test/interfaces.d.ts +1 -0
- package/package.json +1 -1
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@@ -30,7 +30,7 @@ export declare abstract class ObjectManager<ObjectType extends StringableObject,
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get(id: number): ObjectType | undefined;
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set(id: number, value: ObjectType | undefined): void;
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getObjects(): SaferArray<ObjectType>;
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findUnusedId
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findUnusedId(): number;
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protected replaceNullsWithUndefined(): void;
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protected registerForMemoryLeakDetection(object: SaferArray<ObjectType>): void;
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}
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@@ -78,7 +78,7 @@ export default class DoodadManager extends ObjectManager<Doodad, IDoodadManagerE
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* Runs a full gamut of updates on doodads including decaying items inside containers, spreading/growing plants/mushrooms, water distillation/desenation and more.
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*/
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updateAllAsync(ticks: number, playingHumans: Human[], updatesPerTick: number | undefined, onProgress: (progess: number) => Promise<void>): Promise<void>;
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-
verifyAndFixItemWeights(): void;
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verifyAndFixItemWeights(allowFixesInMultiplayer?: boolean): void;
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/**
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* Used to spawn a random doodad on the current biome type and at a set location (and terrain type) based on spawnOnWorldGen properties in doodad descriptions.
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* @param terrainType The terrain type to check.
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@@ -168,7 +168,7 @@ export default abstract class Human extends Entity implements IHasInsulation {
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* Returns the result of the `"getMaxHealth"` event, or the `max` in `Stat.Health`,
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* if the result of the hook is `undefined`.
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*/
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getMaxHealth(): number;
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getMaxHealth(withBonus?: boolean): number;
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getCraftingDifficulty(level: RecipeLevel): number;
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update(): void;
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updateStatsAndAttributes(): void;
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@@ -17,7 +17,7 @@ import type { SkillType } from "game/entity/IHuman";
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import type { TurnTypeFlag } from "game/entity/player/IPlayer";
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import type Item from "game/item/Item";
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import type { IPromptDescriptionBase, PromptDescriptionArgs } from "game/meta/prompt/IPrompt";
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import { Milestone } from "game/milestones/IMilestone";
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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 ActionPacket from "multiplayer/packets/shared/ActionPacket";
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import type { IRGB } from "utilities/Color";
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@@ -162,11 +162,10 @@ export declare enum ActionUsability {
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Delayed = 4
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}
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export declare enum ActionFlag {
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OperatorMilestone = 0,
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/**
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* Allows multiple of these actions to run at once when in multiplayer
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*/
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AllowPacketConcurrency =
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AllowPacketConcurrency = 0
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}
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/**
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* Used for hiding actions that can't currently be used from context menus.
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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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declare const _default: import("../Action").Action<[[import("
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declare const _default: import("../Action").Action<[[import("../IAction").ActionArgument.Container, import("../IAction").ActionArgument.Undefined], [import("../IAction").ActionArgument.Boolean, import("../IAction").ActionArgument.Undefined]], import("../../Human").default, void, import("game/entity/action/actions/ToggleContainer").IToggleContainerCanUse, [(import("../../../item/IItem").IContainer | undefined)?, (boolean | undefined)?]>;
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export default _default;
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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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declare const _default: import("../Action").Action<[[import("
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declare const _default: import("../Action").Action<[[import("../IAction").ActionArgument.Doodad, import("../IAction").ActionArgument.Undefined], [import("../IAction").ActionArgument.Boolean, import("../IAction").ActionArgument.Undefined]], import("../../Human").default, true | undefined, import("game/entity/action/actions/ToggleDoor").IToggleDoorCanUse, [(import("../../../doodad/Doodad").default | undefined)?, (boolean | undefined)?]>;
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export default _default;
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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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declare const _default: import("../Action").Action<[[import("
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declare const _default: import("../Action").Action<[[import("../IAction").ActionArgument.ItemNearby, import("../IAction").ActionArgument.Doodad, import("../IAction").ActionArgument.Undefined]], import("../../Human").default, void, import("game/entity/action/actions/ToggleVehicle").ToggleVehicleCanUse, [(import("../../../doodad/Doodad").default | import("../../../item/Item").default | undefined)?]>;
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export default _default;
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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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declare const _default: import("../Action").Action<[[import("
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declare const _default: import("../Action").Action<[[import("../IAction").ActionArgument.Container, import("../IAction").ActionArgument.Undefined], [import("../IAction").ActionArgument.Boolean, import("../IAction").ActionArgument.Undefined]], import("../../Human").default, void, import("game/entity/action/actions/ToggleContainer").IToggleContainerCanUse, [(import("../../../item/IItem").IContainer | undefined)?, (boolean | undefined)?]>;
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export default _default;
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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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declare const _default: import("../Action").Action<[[import("
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declare const _default: import("../Action").Action<[[import("../IAction").ActionArgument.ItemInventory, import("../IAction").ActionArgument.Undefined]], import("../../Human").default, void, import("game/entity/action/actions/ToggleTilled").ITillCanUse, [(import("../../../item/Item").default | undefined)?]>;
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export default _default;
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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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declare const _default: import("../Action").Action<[[import("
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declare const _default: import("../Action").Action<[[import("../IAction").ActionArgument.Doodad, import("../IAction").ActionArgument.Undefined], [import("../IAction").ActionArgument.Boolean, import("../IAction").ActionArgument.Undefined]], import("../../Human").default, true | undefined, import("game/entity/action/actions/ToggleDoor").IToggleDoorCanUse, [(import("../../../doodad/Doodad").default | undefined)?, (boolean | undefined)?]>;
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export default _default;
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* https://github.com/WaywardGame/types/wiki
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*/
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declare const _default: import("../Action").Action<[[import("
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declare const _default: import("../Action").Action<[[import("../IAction").ActionArgument.ItemNearby, import("../IAction").ActionArgument.Doodad, import("../IAction").ActionArgument.Undefined]], import("../../Human").default, void, import("game/entity/action/actions/ToggleVehicle").ToggleVehicleCanUse, [(import("../../../doodad/Doodad").default | import("../../../item/Item").default | undefined)?]>;
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export default _default;
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* https://github.com/WaywardGame/types/wiki
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*/
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declare const _default: import("../Action").Action<[[import("
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declare const _default: import("../Action").Action<[[import("../IAction").ActionArgument.ItemInventory, import("../IAction").ActionArgument.Undefined]], import("../../Human").default, void, import("game/entity/action/actions/ToggleTilled").ITillCanUse, [(import("../../../item/Item").default | undefined)?]>;
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export default _default;
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}
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export interface IUsableActionDefinitionExecutable<REQUIREMENTS extends IUsableActionRequirements = IUsableActionRequirements> extends IUsableActionDefinitionBase<REQUIREMENTS> {
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slottable?: boolean;
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discoveredByDefault?: true;
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submenu?: undefined;
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forceDisplayWhenEmpty?: undefined;
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execute(player: Player, using: IUsableActionUsing<REQUIREMENTS>, context: IUsableActionExecutionContext): any;
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* https://github.com/WaywardGame/types/wiki
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*/
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import EventEmitter from "event/EventEmitter";
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import type { ActionId, IUsableActionDefinition, IUsableActionDefinitionExecutable, IUsableActionExecutionContext, IUsableActionPossibleUsing, IUsableActionRequirements, IUsableActionUsing, UsableActionUsability } from "game/entity/action/usable/IUsableAction";
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import { IUsableActionNotUsable, UsableActionDisplayContext } from "game/entity/action/usable/IUsableAction";
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import type Player from "game/entity/player/Player";
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import { ActionTranslation } from "language/dictionary/Misc";
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import type Translation from "language/Translation";
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import type { HighlightSelector } from "ui/util/IHighlight";
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export interface IUsableActionEvents {
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preExecute(player: Player, using: IUsableActionPossibleUsing, context: IUsableActionExecutionContext): any;
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}
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/**
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* Create a basic usable action:
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* ```ts
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*
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* To learn about action definitions, see {@link IUsableActionDefinitionBase}
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*/
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declare class UsableAction<REQUIREMENTS extends IUsableActionRequirements = IUsableActionRequirements, DEFINITION extends IUsableActionDefinition<REQUIREMENTS> = IUsableActionDefinition<REQUIREMENTS>> {
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declare class UsableAction<REQUIREMENTS extends IUsableActionRequirements = IUsableActionRequirements, DEFINITION extends IUsableActionDefinition<REQUIREMENTS> = IUsableActionDefinition<REQUIREMENTS>> extends EventEmitter.Host<IUsableActionEvents> {
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readonly requirements: REQUIREMENTS;
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readonly definition: DEFINITION;
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id: ActionId;
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bindable: Bindable;
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displayLevel?: ActionDisplayLevel;
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priority?: number;
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discoveredByDefault?: true;
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}
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export interface IUsableActionsDynamicConfig<DEFINITION extends IUsableActionDynamicDefinition, REQUIREMENTS extends IUsableActionRequirements> {
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protected moveToIsland(island: Island, targetPosition: IVector3): void;
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checkSkillMilestones(): void;
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protected onCanMove(direction: Direction.Cardinal): false | undefined;
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addMilestone(milestone: Milestone, data?: number, update?: boolean): void;
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addMilestone(milestone: Milestone, data?: number | string, update?: boolean): void;
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setup(spawnPoint: IVector3): void;
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private getActionId;
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get(context: InfoProviderContext): ArrayOr<TranslationGenerator | InfoProvider>;
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private getTranslation;
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private getActionDiscovered;
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private getActionTier;
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}
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pauseAndShowLoadingScreen: boolean;
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multiplayerLoadingDescription: MultiplayerLoadingDescription;
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}
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constructor(position?: IVector2, seed?: number);
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* Only allow loading references once
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/**
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* Gets the items/resources from terrain based on the TerrainResources definition and checks if it is based on the current biome type.
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* @param terrainLoot The resource to check.
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* Note: Be careful with what gets fixed in multiplayer! (when onlyRestoreIslandIds is set)
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verifyAndFixItem(
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verifyAndFixItem(allowFixes: boolean): void;
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/**
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* @param source A string representing the reason for this damage. Used for multiplayer debugging. Just put a unique string of characters here
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* @param modifier The amount of damage to take. Defaults to 1.
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/**
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loadReference(container: IContainer, loadChildReferences?: boolean, parentContainer?: IContainer): boolean;
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loadReference(allowFixes: boolean, container: IContainer, loadChildReferences?: boolean, parentContainer?: IContainer): boolean;
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private removeFromContainerInternal;
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private onItemMoveOrRemove;
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private getCraftTierBonus;
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import { Milestone, MilestoneVisibility } from "game/milestones/IMilestone";
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declare type IMilestoneUpdate = [Milestone, number?];
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+
declare type IMilestoneUpdate = [Milestone, (number | string)?];
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14
14
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export interface IMilestoneEvents {
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15
15
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/**
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16
16
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* @param milestone The milestone that is being updated
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@@ -44,9 +44,9 @@ declare class MilestonesManager extends EventEmitter.Host<IMilestoneEvents> {
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44
44
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areUnlockableInMode(mode?: import("../options/IGameOptions").GameMode): boolean;
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45
45
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isUnlockableInMode(milestone: Milestone, mode?: import("../options/IGameOptions").GameMode): boolean;
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46
46
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reset(): void;
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47
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-
getDiscovered(milestone: Milestone): number[] | undefined;
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47
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+
getDiscovered(milestone: Milestone): (string | number)[] | undefined;
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48
48
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getVisibility(milestone: Milestone): MilestoneVisibility;
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49
|
-
isDiscovered(milestone: Milestone, data: number): boolean;
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49
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+
isDiscovered(milestone: Milestone, data: number | string): boolean;
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50
50
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private updateMilestone;
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51
51
|
}
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52
52
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declare const _default: MilestonesManager;
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@@ -25,7 +25,7 @@ import ReferenceTooltipHandler from "ui/screen/screens/game/ReferenceTooltipHand
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25
25
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import type Tooltip from "ui/tooltip/Tooltip";
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26
26
|
export default class ReferenceManager {
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27
27
|
static isEnumReference(type: ReferenceType): type is EnumReferenceTypes;
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28
|
-
static getList(type: ReferenceType, gameIsland?: Island): import("../entity/creature/corpse/CorpseManager").default | import("../entity/creature/CreatureManager").default | import("../doodad/DoodadManager").default | import("../item/ItemManager").default | import("../entity/npc/NPCManager").default | import("../tile/TileEventManager").default | (Player | undefined)[] | readonly
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28
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+
static getList(type: ReferenceType, gameIsland?: Island): import("../entity/creature/corpse/CorpseManager").default | import("../entity/creature/CreatureManager").default | import("../doodad/DoodadManager").default | import("../item/ItemManager").default | import("../entity/npc/NPCManager").default | import("../tile/TileEventManager").default | readonly Milestone[] | (Player | undefined)[] | readonly ItemType[] | import("game/entity/IHuman").EquipType[] | readonly SkillType[] | readonly Stat[] | IterableIterator<Island> | (string | ActionType)[];
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29
29
|
static get(thing: Referenceable): Reference | undefined;
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|
30
30
|
static getReferenceType(thing: Value<IReferenceTypeMap>): ReferenceType;
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31
31
|
private referenceCursor;
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