@wayward/types 2.12.1-beta.dev.20221028.1 → 2.12.2-beta

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.
Files changed (1325) hide show
  1. package/LICENSE +20 -20
  2. package/README.md +10 -10
  3. package/definitions/cplusplus/index.d.ts +126 -126
  4. package/definitions/game/IGlobal.d.ts +94 -97
  5. package/definitions/game/Init.d.ts +19 -19
  6. package/definitions/game/Production.d.ts +10 -10
  7. package/definitions/game/Uninit.d.ts +15 -15
  8. package/definitions/game/audio/Audio.d.ts +79 -79
  9. package/definitions/game/audio/DefaultMusicHandler.d.ts +21 -21
  10. package/definitions/game/audio/IAudio.d.ts +87 -87
  11. package/definitions/game/audio/IMusic.d.ts +15 -15
  12. package/definitions/game/audio/Music.d.ts +13 -13
  13. package/definitions/game/audio/SoundEffects.d.ts +13 -13
  14. package/definitions/game/command/CommandManager.d.ts +35 -35
  15. package/definitions/game/command/Commands.d.ts +13 -13
  16. package/definitions/game/command/ICommand.d.ts +31 -31
  17. package/definitions/game/command/ICommandManager.d.ts +16 -16
  18. package/definitions/game/command/commands/Backup.d.ts +13 -13
  19. package/definitions/game/command/commands/Ban.d.ts +13 -13
  20. package/definitions/game/command/commands/Banned.d.ts +13 -13
  21. package/definitions/game/command/commands/Commands.d.ts +13 -13
  22. package/definitions/game/command/commands/Kick.d.ts +13 -13
  23. package/definitions/game/command/commands/Pause.d.ts +13 -13
  24. package/definitions/game/command/commands/Ping.d.ts +13 -13
  25. package/definitions/game/command/commands/Players.d.ts +13 -13
  26. package/definitions/game/command/commands/Save.d.ts +13 -13
  27. package/definitions/game/command/commands/Sync.d.ts +13 -13
  28. package/definitions/game/command/commands/Unban.d.ts +13 -13
  29. package/definitions/game/event/EventBuses.d.ts +121 -121
  30. package/definitions/game/event/EventEmitter.d.ts +96 -96
  31. package/definitions/game/event/EventManager.d.ts +47 -47
  32. package/definitions/game/game/Game.d.ts +185 -185
  33. package/definitions/game/game/IGame.d.ts +294 -293
  34. package/definitions/game/game/ILoot.d.ts +16 -16
  35. package/definitions/game/game/IObject.d.ts +55 -55
  36. package/definitions/game/game/ItemDoodadGroups.d.ts +14 -14
  37. package/definitions/game/game/ObjectManager.d.ts +36 -36
  38. package/definitions/game/game/VotingManager.d.ts +44 -44
  39. package/definitions/game/game/WorldZ.d.ts +16 -16
  40. package/definitions/game/game/biome/Biomes.d.ts +12 -12
  41. package/definitions/game/game/biome/IBiome.d.ts +75 -75
  42. package/definitions/game/game/biome/arid/Arid.d.ts +23 -23
  43. package/definitions/game/game/biome/arid/mapGen/2.10.0.d.ts +12 -12
  44. package/definitions/game/game/biome/arid/mapGen/2.11.0.d.ts +12 -12
  45. package/definitions/game/game/biome/arid/mapGen/2.12.0.d.ts +12 -12
  46. package/definitions/game/game/biome/arid/mapGen/2.9.0.d.ts +12 -12
  47. package/definitions/game/game/biome/coastal/Coastal.d.ts +23 -23
  48. package/definitions/game/game/biome/coastal/mapGen/2.10.0.d.ts +12 -12
  49. package/definitions/game/game/biome/coastal/mapGen/2.11.0.d.ts +12 -12
  50. package/definitions/game/game/biome/coastal/mapGen/2.12.0.d.ts +12 -12
  51. package/definitions/game/game/biome/coastal/mapGen/2.12.1.d.ts +12 -12
  52. package/definitions/game/game/biome/coastal/mapGen/2.9.0.d.ts +12 -12
  53. package/definitions/game/game/biome/iceCap/IceCap.d.ts +23 -23
  54. package/definitions/game/game/biome/iceCap/mapGen/2.10.0.d.ts +12 -12
  55. package/definitions/game/game/biome/iceCap/mapGen/2.11.0.d.ts +12 -12
  56. package/definitions/game/game/biome/iceCap/mapGen/2.12.0.d.ts +12 -12
  57. package/definitions/game/game/biome/iceCap/mapGen/2.12.1.d.ts +12 -12
  58. package/definitions/game/game/biome/iceCap/mapGen/2.9.0.d.ts +12 -12
  59. package/definitions/game/game/biome/volcanic/Volcanic.d.ts +23 -23
  60. package/definitions/game/game/biome/volcanic/mapGen/2.11.0.d.ts +12 -12
  61. package/definitions/game/game/biome/volcanic/mapGen/2.12.0.d.ts +12 -12
  62. package/definitions/game/game/biome/wetlands/Wetlands.d.ts +23 -23
  63. package/definitions/game/game/biome/wetlands/mapGen/2.12.0.d.ts +12 -12
  64. package/definitions/game/game/doodad/Doodad.d.ts +294 -294
  65. package/definitions/game/game/doodad/DoodadInfo.d.ts +24 -24
  66. package/definitions/game/game/doodad/DoodadManager.d.ts +93 -94
  67. package/definitions/game/game/doodad/Doodads.d.ts +15 -15
  68. package/definitions/game/game/doodad/IDoodad.d.ts +400 -400
  69. package/definitions/game/game/entity/Entity.d.ts +175 -173
  70. package/definitions/game/game/entity/EntityManager.d.ts +40 -40
  71. package/definitions/game/game/entity/Human.d.ts +371 -371
  72. package/definitions/game/game/entity/IEntity.d.ts +224 -221
  73. package/definitions/game/game/entity/IEntityManager.d.ts +22 -22
  74. package/definitions/game/game/entity/IHuman.d.ts +515 -515
  75. package/definitions/game/game/entity/IStats.d.ts +174 -174
  76. package/definitions/game/game/entity/StatFactory.d.ts +136 -136
  77. package/definitions/game/game/entity/Stats.d.ts +167 -167
  78. package/definitions/game/game/entity/StatusEffects.d.ts +35 -35
  79. package/definitions/game/game/entity/action/Action.d.ts +107 -107
  80. package/definitions/game/game/entity/action/ActionArguments.d.ts +16 -16
  81. package/definitions/game/game/entity/action/ActionExecutor.d.ts +139 -139
  82. package/definitions/game/game/entity/action/Actions.d.ts +14 -14
  83. package/definitions/game/game/entity/action/ActionsRegistration.d.ts +145 -145
  84. package/definitions/game/game/entity/action/IAction.d.ts +411 -411
  85. package/definitions/game/game/entity/action/actions/Absorb.d.ts +19 -19
  86. package/definitions/game/game/entity/action/actions/AddFuel.d.ts +18 -18
  87. package/definitions/game/game/entity/action/actions/Alter.d.ts +19 -19
  88. package/definitions/game/game/entity/action/actions/Apply.d.ts +12 -12
  89. package/definitions/game/game/entity/action/actions/AttachContainer.d.ts +19 -19
  90. package/definitions/game/game/entity/action/actions/Attack.d.ts +47 -47
  91. package/definitions/game/game/entity/action/actions/Build.d.ts +24 -24
  92. package/definitions/game/game/entity/action/actions/Butcher.d.ts +21 -21
  93. package/definitions/game/game/entity/action/actions/Cast.d.ts +23 -23
  94. package/definitions/game/game/entity/action/actions/Chop.d.ts +12 -12
  95. package/definitions/game/game/entity/action/actions/CloseContainer.d.ts +12 -12
  96. package/definitions/game/game/entity/action/actions/CloseDoor.d.ts +12 -12
  97. package/definitions/game/game/entity/action/actions/ConsumeItem.d.ts +19 -19
  98. package/definitions/game/game/entity/action/actions/CopyMap.d.ts +24 -24
  99. package/definitions/game/game/entity/action/actions/Craft.d.ts +24 -24
  100. package/definitions/game/game/entity/action/actions/CraftNew.d.ts +17 -17
  101. package/definitions/game/game/entity/action/actions/CreateControllableNPC.d.ts +14 -14
  102. package/definitions/game/game/entity/action/actions/Cure.d.ts +12 -12
  103. package/definitions/game/game/entity/action/actions/DetachContainer.d.ts +21 -21
  104. package/definitions/game/game/entity/action/actions/Dig.d.ts +31 -31
  105. package/definitions/game/game/entity/action/actions/Disassemble.d.ts +23 -23
  106. package/definitions/game/game/entity/action/actions/Dismantle.d.ts +22 -21
  107. package/definitions/game/game/entity/action/actions/Dismount.d.ts +12 -12
  108. package/definitions/game/game/entity/action/actions/DrawMap.d.ts +14 -14
  109. package/definitions/game/game/entity/action/actions/DrinkInFront.d.ts +22 -22
  110. package/definitions/game/game/entity/action/actions/DrinkItem.d.ts +12 -12
  111. package/definitions/game/game/entity/action/actions/Drop.d.ts +15 -15
  112. package/definitions/game/game/entity/action/actions/Eat.d.ts +12 -12
  113. package/definitions/game/game/entity/action/actions/Enchant.d.ts +19 -19
  114. package/definitions/game/game/entity/action/actions/Enhance.d.ts +19 -19
  115. package/definitions/game/game/entity/action/actions/Equip.d.ts +15 -15
  116. package/definitions/game/game/entity/action/actions/Extinguish.d.ts +14 -14
  117. package/definitions/game/game/entity/action/actions/Exude.d.ts +19 -19
  118. package/definitions/game/game/entity/action/actions/Fire.d.ts +17 -17
  119. package/definitions/game/game/entity/action/actions/Gather.d.ts +69 -69
  120. package/definitions/game/game/entity/action/actions/GatherLiquid.d.ts +58 -58
  121. package/definitions/game/game/entity/action/actions/GrabAll.d.ts +12 -12
  122. package/definitions/game/game/entity/action/actions/Grasp.d.ts +19 -19
  123. package/definitions/game/game/entity/action/actions/Harvest.d.ts +23 -23
  124. package/definitions/game/game/entity/action/actions/Heal.d.ts +12 -12
  125. package/definitions/game/game/entity/action/actions/HealOther.d.ts +26 -26
  126. package/definitions/game/game/entity/action/actions/Hitch.d.ts +12 -12
  127. package/definitions/game/game/entity/action/actions/Idle.d.ts +15 -15
  128. package/definitions/game/game/entity/action/actions/Ignite.d.ts +19 -19
  129. package/definitions/game/game/entity/action/actions/Jump.d.ts +21 -21
  130. package/definitions/game/game/entity/action/actions/Learn.d.ts +14 -14
  131. package/definitions/game/game/entity/action/actions/Lockpick.d.ts +21 -21
  132. package/definitions/game/game/entity/action/actions/Melee.d.ts +12 -12
  133. package/definitions/game/game/entity/action/actions/Mine.d.ts +12 -12
  134. package/definitions/game/game/entity/action/actions/Move.d.ts +20 -20
  135. package/definitions/game/game/entity/action/actions/MoveItem.d.ts +48 -48
  136. package/definitions/game/game/entity/action/actions/MoveTo.d.ts +20 -20
  137. package/definitions/game/game/entity/action/actions/Navigate.d.ts +15 -15
  138. package/definitions/game/game/entity/action/actions/Offer.d.ts +19 -19
  139. package/definitions/game/game/entity/action/actions/OpenBottle.d.ts +14 -14
  140. package/definitions/game/game/entity/action/actions/OpenContainer.d.ts +12 -12
  141. package/definitions/game/game/entity/action/actions/OpenDoor.d.ts +12 -12
  142. package/definitions/game/game/entity/action/actions/PackGround.d.ts +12 -12
  143. package/definitions/game/game/entity/action/actions/Pet.d.ts +18 -18
  144. package/definitions/game/game/entity/action/actions/PickUp.d.ts +27 -27
  145. package/definitions/game/game/entity/action/actions/PickUpAllItems.d.ts +18 -18
  146. package/definitions/game/game/entity/action/actions/PickUpExcrement.d.ts +24 -24
  147. package/definitions/game/game/entity/action/actions/PickUpItem.d.ts +13 -13
  148. package/definitions/game/game/entity/action/actions/PlaceDown.d.ts +12 -12
  149. package/definitions/game/game/entity/action/actions/Plant.d.ts +26 -26
  150. package/definitions/game/game/entity/action/actions/Pour.d.ts +33 -33
  151. package/definitions/game/game/entity/action/actions/PourOnYourself.d.ts +19 -19
  152. package/definitions/game/game/entity/action/actions/Preserve.d.ts +21 -21
  153. package/definitions/game/game/entity/action/actions/PromptResponse.d.ts +18 -18
  154. package/definitions/game/game/entity/action/actions/PropOpenDoor.d.ts +12 -12
  155. package/definitions/game/game/entity/action/actions/ProtectItem.d.ts +12 -12
  156. package/definitions/game/game/entity/action/actions/Read.d.ts +22 -22
  157. package/definitions/game/game/entity/action/actions/ReadMap.d.ts +14 -14
  158. package/definitions/game/game/entity/action/actions/Refine.d.ts +19 -19
  159. package/definitions/game/game/entity/action/actions/Reinforce.d.ts +24 -24
  160. package/definitions/game/game/entity/action/actions/Release.d.ts +18 -18
  161. package/definitions/game/game/entity/action/actions/RemoveControllableNPC.d.ts +14 -14
  162. package/definitions/game/game/entity/action/actions/Rename.d.ts +16 -16
  163. package/definitions/game/game/entity/action/actions/RenameIsland.d.ts +14 -14
  164. package/definitions/game/game/entity/action/actions/Repair.d.ts +25 -25
  165. package/definitions/game/game/entity/action/actions/Respawn.d.ts +18 -18
  166. package/definitions/game/game/entity/action/actions/Rest.d.ts +25 -25
  167. package/definitions/game/game/entity/action/actions/RestCancel.d.ts +13 -13
  168. package/definitions/game/game/entity/action/actions/Ride.d.ts +12 -12
  169. package/definitions/game/game/entity/action/actions/Rub.d.ts +16 -16
  170. package/definitions/game/game/entity/action/actions/RubClockwise.d.ts +14 -14
  171. package/definitions/game/game/entity/action/actions/RubCounterClockwise.d.ts +14 -14
  172. package/definitions/game/game/entity/action/actions/SailToCivilization.d.ts +19 -19
  173. package/definitions/game/game/entity/action/actions/SailToIsland.d.ts +18 -18
  174. package/definitions/game/game/entity/action/actions/SetDown.d.ts +24 -24
  175. package/definitions/game/game/entity/action/actions/Shoot.d.ts +22 -22
  176. package/definitions/game/game/entity/action/actions/Sleep.d.ts +12 -12
  177. package/definitions/game/game/entity/action/actions/SmotherFire.d.ts +28 -28
  178. package/definitions/game/game/entity/action/actions/Squeeze.d.ts +14 -14
  179. package/definitions/game/game/entity/action/actions/StartFire.d.ts +31 -31
  180. package/definitions/game/game/entity/action/actions/StokeFire.d.ts +24 -24
  181. package/definitions/game/game/entity/action/actions/Tame.d.ts +19 -19
  182. package/definitions/game/game/entity/action/actions/Teleport.d.ts +16 -16
  183. package/definitions/game/game/entity/action/actions/TellTime.d.ts +14 -14
  184. package/definitions/game/game/entity/action/actions/TestDepth.d.ts +24 -24
  185. package/definitions/game/game/entity/action/actions/Throw.d.ts +12 -12
  186. package/definitions/game/game/entity/action/actions/Till.d.ts +12 -12
  187. package/definitions/game/game/entity/action/actions/ToggleContainer.d.ts +21 -21
  188. package/definitions/game/game/entity/action/actions/ToggleDoor.d.ts +23 -23
  189. package/definitions/game/game/entity/action/actions/ToggleHitch.d.ts +20 -20
  190. package/definitions/game/game/entity/action/actions/ToggleProtectItem.d.ts +14 -14
  191. package/definitions/game/game/entity/action/actions/ToggleTilled.d.ts +25 -25
  192. package/definitions/game/game/entity/action/actions/ToggleVehicle.d.ts +33 -33
  193. package/definitions/game/game/entity/action/actions/Trade.d.ts +14 -14
  194. package/definitions/game/game/entity/action/actions/Transmogrify.d.ts +19 -19
  195. package/definitions/game/game/entity/action/actions/Unequip.d.ts +14 -14
  196. package/definitions/game/game/entity/action/actions/Unhitch.d.ts +12 -12
  197. package/definitions/game/game/entity/action/actions/UnprotectItem.d.ts +12 -12
  198. package/definitions/game/game/entity/action/actions/UpdateDirection.d.ts +16 -16
  199. package/definitions/game/game/entity/action/actions/UpdateGameOption.d.ts +14 -14
  200. package/definitions/game/game/entity/action/actions/UpdateItemOrder.d.ts +14 -14
  201. package/definitions/game/game/entity/action/actions/UpdateOption.d.ts +14 -14
  202. package/definitions/game/game/entity/action/actions/UpdateWalkPath.d.ts +14 -14
  203. package/definitions/game/game/entity/action/actions/Upgrade.d.ts +27 -27
  204. package/definitions/game/game/entity/action/actions/helper/ConfirmGatherHarvest.d.ts +13 -13
  205. package/definitions/game/game/entity/action/actions/helper/ConfirmHealUninjured.d.ts +13 -13
  206. package/definitions/game/game/entity/action/actions/helper/ConfirmItemOnFire.d.ts +13 -13
  207. package/definitions/game/game/entity/action/actions/helper/ConfirmOnFire.d.ts +16 -16
  208. package/definitions/game/game/entity/action/actions/helper/ConsumeItemType.d.ts +16 -16
  209. package/definitions/game/game/entity/action/actions/helper/Inventories.d.ts +19 -19
  210. package/definitions/game/game/entity/action/actions/helper/TreasureGathering.d.ts +48 -48
  211. package/definitions/game/game/entity/action/actions/map/GetObfuscation.d.ts +17 -17
  212. package/definitions/game/game/entity/action/actions/map/MapQuality.d.ts +20 -20
  213. package/definitions/game/game/entity/action/usable/IUsableAction.d.ts +248 -248
  214. package/definitions/game/game/entity/action/usable/UsableAction.d.ts +80 -78
  215. package/definitions/game/game/entity/action/usable/UsableActionItemFinder.d.ts +16 -16
  216. package/definitions/game/game/entity/action/usable/UsableActionRegistrar.d.ts +87 -87
  217. package/definitions/game/game/entity/action/usable/UsableActionTranslator.d.ts +37 -28
  218. package/definitions/game/game/entity/action/usable/UsableActionType.d.ts +80 -80
  219. package/definitions/game/game/entity/action/usable/actions/UsableActionRename.d.ts +16 -16
  220. package/definitions/game/game/entity/action/usable/actions/UsableActionsActionBar.d.ts +10 -10
  221. package/definitions/game/game/entity/action/usable/actions/UsableActionsContainer.d.ts +13 -0
  222. package/definitions/game/game/entity/action/usable/actions/UsableActionsCreatures.d.ts +13 -13
  223. package/definitions/game/game/entity/action/usable/actions/UsableActionsDynamic.d.ts +35 -35
  224. package/definitions/game/game/entity/action/usable/actions/UsableActionsMain.d.ts +65 -65
  225. package/definitions/game/game/entity/action/usable/actions/UsableActionsMisc.d.ts +13 -13
  226. package/definitions/game/game/entity/action/usable/actions/UsableActionsRest.d.ts +13 -0
  227. package/definitions/game/game/entity/action/usable/actions/UsableActionsTill.d.ts +13 -0
  228. package/definitions/game/game/entity/action/usable/actions/UsableActionsUseNPC.d.ts +18 -18
  229. package/definitions/game/game/entity/action/usable/actions/UsableActionsVehicle.d.ts +13 -0
  230. package/definitions/game/game/entity/action/usable/actions/UsableActionsWithHands.d.ts +13 -0
  231. package/definitions/game/game/entity/action/usable/actions/UsableActionsWorld.d.ts +25 -25
  232. package/definitions/game/game/entity/action/usable/actions/doodad/IUsableActionsDoodad.d.ts +25 -25
  233. package/definitions/game/game/entity/action/usable/actions/doodad/UsableActionsDoodads.d.ts +13 -13
  234. package/definitions/game/game/entity/action/usable/actions/doodad/UsableActionsDoor.d.ts +13 -13
  235. package/definitions/game/game/entity/action/usable/actions/doodad/UsableActionsUseDoodad.d.ts +18 -18
  236. package/definitions/game/game/entity/action/usable/actions/item/UsableActionCraft.d.ts +13 -13
  237. package/definitions/game/game/entity/action/usable/actions/item/UsableActionsEquip.d.ts +13 -13
  238. package/definitions/game/game/entity/action/usable/actions/item/UsableActionsItemDrop.d.ts +14 -14
  239. package/definitions/game/game/entity/action/usable/actions/item/UsableActionsItemMisc.d.ts +13 -13
  240. package/definitions/game/game/entity/action/usable/actions/item/UsableActionsItemMove.d.ts +13 -13
  241. package/definitions/game/game/entity/action/usable/actions/item/UsableActionsItemPickUp.d.ts +13 -13
  242. package/definitions/game/game/entity/action/usable/actions/item/UsableActionsProtect.d.ts +13 -13
  243. package/definitions/game/game/entity/action/usable/actions/item/UsableActionsUseItem.d.ts +37 -37
  244. package/definitions/game/game/entity/action/usable/actions/item/UsableActionsXWithY.d.ts +13 -13
  245. package/definitions/game/game/entity/action/usable/actions/itemdoodad/IUsableActionsItemDoodad.d.ts +28 -28
  246. package/definitions/game/game/entity/action/usable/actions/itemdoodad/UsableActionsContainer.d.ts +13 -13
  247. package/definitions/game/game/entity/action/usable/actions/itemdoodad/UsableActionsExtinguish.d.ts +13 -13
  248. package/definitions/game/game/entity/action/usable/actions/itemdoodad/UsableActionsRest.d.ts +13 -13
  249. package/definitions/game/game/entity/action/usable/actions/itemdoodad/UsableActionsVehicle.d.ts +13 -13
  250. package/definitions/game/game/entity/action/usable/actions/itemhands/UsableActionsTill.d.ts +13 -13
  251. package/definitions/game/game/entity/action/usable/actions/itemhands/UsableActionsWithHands.d.ts +13 -13
  252. package/definitions/game/game/entity/creature/Creature.d.ts +145 -145
  253. package/definitions/game/game/entity/creature/CreatureManager.d.ts +87 -87
  254. package/definitions/game/game/entity/creature/CreatureSpawning.d.ts +33 -33
  255. package/definitions/game/game/entity/creature/Creatures.d.ts +16 -16
  256. package/definitions/game/game/entity/creature/ICreature.d.ts +297 -295
  257. package/definitions/game/game/entity/creature/ICreatureManager.d.ts +15 -15
  258. package/definitions/game/game/entity/creature/Pathing.d.ts +30 -30
  259. package/definitions/game/game/entity/creature/corpse/Corpse.d.ts +82 -82
  260. package/definitions/game/game/entity/creature/corpse/CorpseManager.d.ts +30 -30
  261. package/definitions/game/game/entity/creature/corpse/Corpses.d.ts +14 -14
  262. package/definitions/game/game/entity/creature/corpse/ICorpse.d.ts +32 -32
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  1306. package/definitions/test/core/applicationDom.d.ts +31 -31
  1307. package/definitions/test/core/applicationInteractions.d.ts +98 -98
  1308. package/definitions/test/core/applicationLogger.d.ts +20 -20
  1309. package/definitions/test/core/applicationManager.d.ts +86 -86
  1310. package/definitions/test/core/chromeDriver.d.ts +21 -21
  1311. package/definitions/test/index.d.ts +18 -18
  1312. package/definitions/test/interfaces.d.ts +52 -52
  1313. package/definitions/test/suite/functionalTests/multiplayer/Multiplayer.spec.d.ts +13 -13
  1314. package/definitions/test/suite/functionalTests/singleplayer/SaveImport.spec.d.ts +13 -13
  1315. package/definitions/test/suite/functionalTests/singleplayer/Singleplayer.spec.d.ts +13 -13
  1316. package/definitions/test/suite/unitTests/game/Actions.spec.d.ts +13 -13
  1317. package/definitions/test/suite/unitTests/game/Island.spec.d.ts +13 -13
  1318. package/definitions/test/suite/unitTests/utilities/KdTree.spec.d.ts +13 -0
  1319. package/definitions/test/suite/unitTests/utilities/MagicalPropertyManager.spec.d.ts +13 -13
  1320. package/definitions/test/util/logs.d.ts +11 -11
  1321. package/definitions/test/util/mochaNUnitReporter.d.ts +38 -38
  1322. package/definitions/test/util/random.d.ts +12 -12
  1323. package/package.json +24 -24
  1324. package/tsconfig.json +7 -7
  1325. package/tsconfig.mod.base.json +44 -44
@@ -1,515 +1,515 @@
1
- /*!
2
- * Copyright 2011-2021 Unlok
3
- * https://www.unlok.ca
4
- *
5
- * Credits & Thanks:
6
- * https://www.unlok.ca/credits-thanks/
7
- *
8
- * 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:
9
- * https://github.com/WaywardGame/types/wiki
10
- */
11
- import type { Events } from "event/EventEmitter";
12
- import type Doodad from "game/doodad/Doodad";
13
- import type { ActionType } from "game/entity/action/IAction";
14
- import type { IDamageInfo } from "game/entity/creature/ICreature";
15
- import type Entity from "game/entity/Entity";
16
- import type Human from "game/entity/Human";
17
- import type { AttackType } from "game/entity/IEntity";
18
- import type { ILoadOnIslandOptions, IMovementIntent, WeightStatus } from "game/entity/player/IPlayer";
19
- import type { ISkillEvents } from "game/entity/skill/SkillManager";
20
- import type { IHasImagePath, Quality } from "game/IObject";
21
- import type { IslandId } from "game/island/IIsland";
22
- import type Island from "game/island/Island";
23
- import type { IContainer } from "game/item/IItem";
24
- import { ItemType, ItemTypeGroup, RecipeLevel } from "game/item/IItem";
25
- import type Item from "game/item/Item";
26
- import { TempType } from "game/temperature/ITemperature";
27
- import type { ITile } from "game/tile/ITerrain";
28
- import Message from "language/dictionary/Message";
29
- import type { IModdable } from "mod/ModRegistry";
30
- import type { IOptions } from "save/data/ISaveDataGlobal";
31
- import type { IRGB } from "utilities/Color";
32
- import type { Direction } from "utilities/math/Direction";
33
- import type { IVector2 } from "utilities/math/IVector";
34
- import type { IRange } from "utilities/math/Range";
35
- export interface IHumanEvents extends Events<Entity>, ISkillEvents {
36
- /**
37
- * Called when the human is spawned. (At the end of `Player.setup` / `NPC.spawn`)
38
- */
39
- spawn(): any;
40
- /**
41
- * Called when the player starts resting
42
- * @param restData The data related to the rest event
43
- */
44
- restStart(restData: IRestData): any;
45
- /**
46
- * Called when the player stops resting
47
- * @param restData The data related to the rest event
48
- */
49
- restEnd(restData: IRestData): any;
50
- /**
51
- * Called when an item is added to the player's inventory
52
- * @param item The item object
53
- * @param container The container object the item was added to. This container might be inventory or a container within the inventory.
54
- */
55
- inventoryItemAdd(item: Item, container: IContainer): any;
56
- /**
57
- * Called when an item is removed from the players inventory
58
- * @param item The item object
59
- * @param container The container object the item was moved to.
60
- */
61
- inventoryItemRemove(item: Item, container: IContainer): any;
62
- /**
63
- * Called when an item is moved from one container to another, while still in the players inventory.
64
- * @param item The item object
65
- * @param container The container object the item was moved to. This container might be inventory or a container within the inventory.
66
- * @param previousContainer The container object the item was moved from. This container might be inventory or a container within the inventory.
67
- */
68
- inventoryItemUpdate(item: Item, container: IContainer, previousContainer?: IContainer): any;
69
- /**
70
- * Called when the human equips an item to a slot
71
- * @param item The item being equipped
72
- * @param slot The slot
73
- */
74
- equip?(item: Item, slot: EquipType): any;
75
- /**
76
- * Called when the human fails to equip an item to a slot
77
- * @param item The item being equipped
78
- * @param slot The slot
79
- */
80
- equipFailed?(item: Item, slot: EquipType): any;
81
- /**
82
- * Called when the human unequips an item from a slot
83
- * @param item The item being unequipped
84
- * @param slot The slot it was equipped in
85
- */
86
- unequip?(item: Item, slot: EquipType): any;
87
- /**
88
- * Called when the human faces a different direction
89
- * @param direction The direction the player is now facing
90
- */
91
- updateDirection?(direction: Direction): void;
92
- /**
93
- * Called before consuming an item
94
- * @param itemType The item type
95
- * @param actionType The action type
96
- * @returns True if the human can consume the item (default logic isn't called, should use your own code for consumption), false if the human cannot consume the item, or undefined to use the default logic
97
- */
98
- canConsumeItem(itemType: ItemType, actionType: ActionType): boolean | undefined;
99
- /**
100
- * Called when an item is being dropped
101
- * @param item The item to be dropped
102
- * @param tile The tile the item will be dropped on
103
- * @param dropAll True if all items of this type will be dropped
104
- * @param dropAllQuality If not undefined, all items of this quality will be dropped
105
- * @returns True if the item can be dropped, false if the item can not be dropped, or undefined to use the default logic
106
- */
107
- canDropItem(item: Item, tile: ITile, dropAll: boolean, dropAllQuality: Quality | undefined): boolean | undefined;
108
- /**
109
- * Called before an npc attacks
110
- * @param weapon The weapon used to attack
111
- * @param attackType The attack type
112
- * @returns False if the npc cannot attack, or undefined to use the default logic
113
- */
114
- canAttack(weapon: Item | undefined, attackType: AttackType): boolean | undefined;
115
- calculateEquipmentStats(): any;
116
- /**
117
- * Called when getting the player's maximum health
118
- * @param maxHealth The current max health of the player (after any other previous mods)
119
- */
120
- getMaxHealth(maxHealth: number): number;
121
- /**
122
- * Called when the players weight is being updated
123
- * @param newWeight The new weight of the player
124
- * @returns A number to set the player weight to or undefined to use the default logic
125
- */
126
- updateWeight(newWeight: number): number | undefined;
127
- /**
128
- * Called when getting the players weight or stamina movement penalty
129
- * @returns The weight/stamina movement penalty for the player or undefined to use the default logic
130
- */
131
- getWeightOrStaminaMovementPenalty(): number | undefined;
132
- /**
133
- * Called when getting the players weight status
134
- * @returns The weight status of the player or undefined to use the default logic
135
- */
136
- getWeightStatus(): WeightStatus | undefined;
137
- /**
138
- * Called when getting the player's maximum weight
139
- * @param maxWeight The current max weight of the player (after any other previous mods)
140
- */
141
- getMaxWeight(maxWeight: number): number;
142
- /**
143
- * Called when input is being processed on the server
144
- * @param player The player object
145
- * @returns False to prevent input processing or undefined to use the default logic
146
- */
147
- processInput(): false | undefined;
148
- /**
149
- * Called when movement is attempted on the server
150
- * @param player The player object
151
- * @param direction The direction to move
152
- * @returns False to prevent movement or undefined to use the default logic
153
- */
154
- canMove(direction: Direction.Cardinal): false | undefined;
155
- /**
156
- * Called when getting the players movement intent
157
- * @returns The movement intent of the player or undefined to use the default logic
158
- */
159
- getMovementIntent(): IMovementIntent | undefined;
160
- /**
161
- * Called when the walk path of the player changes.
162
- */
163
- walkPathChange(walkPath: IVector2[] | undefined): any;
164
- /**
165
- * Called when the human changes their layer (z position)
166
- */
167
- changeZ(z: number, oldZ: number): any;
168
- /**
169
- * Called when the player completes a movement
170
- */
171
- moveComplete(): any;
172
- /**
173
- * Called when no input is received
174
- */
175
- noInput(): any;
176
- /**
177
- * Called when a book is opened by a player
178
- * @param book The book that was opened
179
- */
180
- openBook?(item: Item): void;
181
- /**
182
- * Called when something is built on a tile
183
- * @param item The item used to build the object
184
- * @param tile The tile something was built on
185
- * @param doodad The doodad that was created on the tile
186
- */
187
- build?(item: Item, tile: ITile, doodad: Doodad): void;
188
- /**
189
- * Called when the human is damaged
190
- * @param damageInfo The damage info object
191
- * @returns The amount of damage the player should take (the player will take this damage)
192
- */
193
- damage(damageInfo: IDamageInfo): number | void;
194
- /**
195
- * Called when the player tick starts
196
- */
197
- tickStart(): any;
198
- /**
199
- * Called when the player tick ends
200
- */
201
- tickEnd(): any;
202
- /**
203
- * Called when a turn is starting
204
- */
205
- turnStart(): any;
206
- /**
207
- * Called when a turn is ending
208
- */
209
- turnEnd(): any;
210
- /**
211
- * Called when checking if a human is swimming
212
- * @param isSwimming True if the human is swimming
213
- * @returns True if the human should be swimming, false if they should not be swimming, or undefined to use the default logic
214
- */
215
- isSwimming(isSwimming: boolean): boolean | undefined;
216
- /**
217
- * @param key The key of `IOptions` that was changed on this player
218
- * @param value The value this key was set to
219
- */
220
- updateOption<O extends keyof IOptions>(key: O, value: IOptions[O]): any;
221
- /**
222
- * Used for registering events
223
- * This may be called more than once on the same player
224
- */
225
- reregister(): any;
226
- /**
227
- * Used for deregistering events
228
- */
229
- deregister(): any;
230
- /**
231
- * Called when the human is moving to another island
232
- * @param oldIsland The humans old island
233
- * @param newIslandId The humans new island
234
- */
235
- preMoveToIsland(oldIsland: Island, newIslandId: IslandId): any;
236
- /**
237
- * Called when the human is moving to another island
238
- * @param oldIsland The humans old island
239
- * @param newIsland The humans new island
240
- */
241
- moveToIsland(oldIsland: Island, newIsland: Island): any;
242
- /**
243
- * Called when the human is loaded onto an island
244
- * @param options Load island options
245
- */
246
- loadedOnIsland(island: Island, options?: Partial<ILoadOnIslandOptions>): any;
247
- /**
248
- * Called when the human will be killed. If any handlers return `false` to stop the human from dying,
249
- * no further handlers will be called.
250
- * @return `false` to stop the human from dying
251
- */
252
- shouldDie(): false | void;
253
- }
254
- export interface IHairstyleDescription extends IModdable, IHasImagePath {
255
- name: string;
256
- }
257
- export interface IColorDescription extends IModdable {
258
- color: IRGB;
259
- }
260
- export interface ICustomizations {
261
- hairStyle: keyof typeof HairStyle;
262
- hairColor: keyof typeof HairColor;
263
- skinColor: keyof typeof SkinColor;
264
- }
265
- export interface ICharacter {
266
- name: string;
267
- customization: ICustomizations;
268
- }
269
- export declare enum Delay {
270
- None = 0,
271
- LongPause = 25,
272
- Movement = 10,
273
- ShortPause = 13,
274
- Collision = 40,
275
- TurnDirection = 2,
276
- ReallyLongPause = 100,
277
- AttackAnimation = 30
278
- }
279
- export declare enum EquipType {
280
- None = 0,
281
- Held = 1,
282
- Legs = 2,
283
- Chest = 3,
284
- Head = 4,
285
- Waist = 5,
286
- Feet = 6,
287
- Neck = 7,
288
- Hands = 8,
289
- Back = 9,
290
- MainHand = 10,
291
- OffHand = 11
292
- }
293
- export declare const EQUIP_SLOTS: EquipType[];
294
- export declare const EQUIP_SLOTS_FREE: EquipType[];
295
- export declare const EQUIP_SLOT_ITEM_GROUPS: Record<EquipType, ItemTypeGroup | undefined>;
296
- export declare const equipmentRenderOrder: EquipType[];
297
- export declare type InsulationWeight = number | [number, "onlyWhenEquipped"];
298
- export declare const equipSlotInsulationWeights: Record<TempType, Record<EquipType, InsulationWeight>>;
299
- export interface IExcludedWhenLowering {
300
- excludeIfLowering: true;
301
- }
302
- export declare function calculateEquipSlotInsulation(type: TempType, slot: EquipType, equipped?: Item): [number, number, IExcludedWhenLowering | undefined];
303
- export declare const insulationRangeWhenSwimming: Record<TempType, IRange>;
304
- export declare enum HairColor {
305
- "#e7c978" = 0,
306
- "#b9793d" = 1,
307
- "#b84627" = 2,
308
- "#7f3721" = 3,
309
- "#7e4b1c" = 4,
310
- "#422116" = 5,
311
- "#28222a" = 6,
312
- "#bfb0a8" = 7,
313
- "#ffffff" = 8
314
- }
315
- export declare enum SkinColor {
316
- "#fddcd4" = 0,
317
- "#d6be93" = 1,
318
- "#f0ceab" = 2,
319
- "#c7a077" = 3,
320
- "#d89a72" = 4,
321
- "#89623a" = 5,
322
- "#88563b" = 6,
323
- "#613429" = 7,
324
- "#361e1c" = 8
325
- }
326
- export declare enum HairStyle {
327
- None = 0,
328
- Spike = 1,
329
- Bun = 2,
330
- Ponytail = 3,
331
- Afro = 4,
332
- Bouncy = 5,
333
- Dreads = 6,
334
- Shaved = 7,
335
- Long = 8,
336
- Mohawk = 9
337
- }
338
- export declare enum RestCancelReason {
339
- CreatureNearby = 0,
340
- Damaged = 1,
341
- FullStamina = 2,
342
- NearbyCreatureDamagedDoodad = 3,
343
- CreatureDamaged = 4,
344
- Canceled = 5,
345
- Dying = 6,
346
- WaterPoured = 7
347
- }
348
- export declare const restCancelReasonMessageMap: Record<RestCancelReason, Message | undefined>;
349
- export interface IRestData {
350
- type: RestType;
351
- startHealth: number;
352
- totalCycles: number;
353
- itemId?: number;
354
- doodadId?: number;
355
- cycle?: number;
356
- cancelReason?: Set<RestCancelReason>;
357
- }
358
- export declare enum RestType {
359
- Resting = 0,
360
- Sleeping = 1
361
- }
362
- export declare enum SkillType {
363
- None = 0,
364
- Chemistry = 1,
365
- Anatomy = 2,
366
- Marksmanship = 3,
367
- Blacksmithing = 4,
368
- Botany = 5,
369
- Camping = 6,
370
- Cartography = 7,
371
- Claythrowing = 8,
372
- Cooking = 9,
373
- Fishing = 10,
374
- Fletching = 11,
375
- Glassblowing = 12,
376
- Leatherworking = 13,
377
- Lockpicking = 14,
378
- Lumberjacking = 15,
379
- Mining = 16,
380
- Mycology = 17,
381
- Parrying = 18,
382
- Stonecrafting = 19,
383
- Swimming = 20,
384
- Tactics = 21,
385
- Tailoring = 22,
386
- Throwing = 23,
387
- Tinkering = 24,
388
- Trapping = 25,
389
- Woodworking = 26,
390
- Taming = 27,
391
- Gardening = 28,
392
- Bartering = 29,
393
- Seafaring = 30,
394
- Thaumaturgy = 31,
395
- DualWielding = 32
396
- }
397
- export interface ICrafted {
398
- unlockTime: number;
399
- newUnlock: boolean;
400
- }
401
- export interface ICheckUnderOptions {
402
- autoActions?: boolean;
403
- enterCave?: boolean;
404
- forcePickUp?: boolean;
405
- skipDoodadEvents?: boolean;
406
- burned?: boolean;
407
- }
408
- export declare const craftingChances: Descriptions<RecipeLevel, number>;
409
- export declare const STAMINA_LOW_PENALTY_START = 15;
410
- export interface IHumanOld extends Partial<Human> {
411
- skills?: Record<SkillType, {
412
- bonus: number;
413
- core: number;
414
- }>;
415
- }
416
- /**
417
- * At this weight or more, you are encumbered.
418
- * Defaults to 90% (0.9)
419
- */
420
- export declare const WEIGHT_ENCUMBERED = 0.9;
421
- export interface ICanSailAwayResult {
422
- canSailAway: boolean;
423
- distanceFromEdge?: number;
424
- blockedTilesChecked?: Set<ITile>;
425
- }
426
- export interface IVoyageInfo {
427
- time: number;
428
- boat?: Item;
429
- destination?: Island;
430
- usedItems?: Item[];
431
- wantedItems?: ItemType[];
432
- }
433
- export declare enum MovingClientSide {
434
- /**
435
- * NoInput = Idle
436
- */
437
- NoInput = 0,
438
- /**
439
- * Is actively moving
440
- */
441
- Moving = 1,
442
- /**
443
- * Just completed their movement.
444
- * They might be about to move again.
445
- */
446
- Moved = 2,
447
- /**
448
- * The game registered the end of the movement.
449
- * It's about to check if it will move again or finish (state change into Moving or NoInput)
450
- */
451
- PreNoInput = 3
452
- }
453
- /**
454
- * The swimming skill required to travel to another island
455
- *
456
- * **NOTE:** If you change this number, make sure to also rebalance `PLAYER_TRAVEL_SWIM_STAMINA_STAT_REDUCTION`,
457
- * as the amount of stamina used is based around swimming only first being available at 80% skill
458
- */
459
- export declare const ISLAND_TRAVEL_SWIMMING_SKILL_THRESHOLD = 80;
460
- /**
461
- *
462
- */
463
- export declare const ISLAND_TRAVEL_STAMINA_THRESHOLD = 0.6;
464
- /**
465
- * 100 ticks of travel time @ base
466
- */
467
- export declare const DEFAULT_ISLAND_TRAVEL_TIME_BASE = 100;
468
- /**
469
- * A multiplier for how much travel time is added by the distance travelled, variable based on the player's seafaring skill.
470
- */
471
- export declare const DEFAULT_ISLAND_TRAVEL_TIME_MULTIPLIER: IRange;
472
- /**
473
- * The amount of travel time it takes to travel to civilisation
474
- */
475
- export declare const DEFAULT_TRAVEL_TIME_CIVILIZATION = 2000;
476
- /**
477
- * 0 == no reduction, higher is more. The travel time is divided by `Math.log(skill) * multiplier + 1`
478
- */
479
- export declare const ISLAND_TRAVEL_TIME_SEAFARING_SKILL_REDUCTION_MULTIPLIER = 0.3;
480
- /**
481
- * Metabolic stat loss is `travelTime * this multiplier`
482
- */
483
- export declare const PLAYER_TRAVEL_METABOLIC_STAT_REDUCTION_MULTIPLIER = 0.2;
484
- /**
485
- * Stamina loss is `this reduction / Math.log2(boat tier)`
486
- */
487
- export declare const PLAYER_TRAVEL_BOAT_STAMINA_STAT_REDUCTION = 40;
488
- /**
489
- * Stat loss is `this reduction / Math.log2(boat tier)`
490
- */
491
- export declare const PLAYER_TRAVEL_CIVILIZATION_STAT_REDUCTION = 5;
492
- /**
493
- * Stamina loss is `lerp(this range, skill percentage)`
494
- * This works out to:
495
- * - 80% skill (required for swimming to another island) = ~108 stamina lost
496
- * - 100% skill = 60 stamina lost
497
- * - 125% skill = 0 stamina lost
498
- */
499
- export declare const PLAYER_TRAVEL_SWIM_STAMINA_STAT_REDUCTION: IRange;
500
- /**
501
- * The minimum remaining stamina the player should have after swimming
502
- */
503
- export declare const PLAYER_TRAVEL_SWIM_STAMINA_STAT_MIN = 10;
504
- /**
505
- * A multiplier for travel time when the player is swimming
506
- */
507
- export declare const PLAYER_TRAVEL_TIME_SWIMMING_MULTIPLIER = 2;
508
- /**
509
- * A multiplier for travel time when the player is using an item
510
- */
511
- export declare const PLAYER_TRAVEL_TIME_REDUCTION_ITEM_MULTIPLIER = 0.75;
512
- /**
513
- * A list of items that reduce the travel time, when in the player's inventory
514
- */
515
- export declare const PLAYER_TRAVEL_TIME_REDUCTION_ITEMS: ItemType[];
1
+ /*!
2
+ * Copyright 2011-2021 Unlok
3
+ * https://www.unlok.ca
4
+ *
5
+ * Credits & Thanks:
6
+ * https://www.unlok.ca/credits-thanks/
7
+ *
8
+ * 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:
9
+ * https://github.com/WaywardGame/types/wiki
10
+ */
11
+ import type { Events } from "event/EventEmitter";
12
+ import type Doodad from "game/doodad/Doodad";
13
+ import type { ActionType } from "game/entity/action/IAction";
14
+ import type { IDamageInfo } from "game/entity/creature/ICreature";
15
+ import type Entity from "game/entity/Entity";
16
+ import type Human from "game/entity/Human";
17
+ import type { AttackType } from "game/entity/IEntity";
18
+ import type { ILoadOnIslandOptions, IMovementIntent, WeightStatus } from "game/entity/player/IPlayer";
19
+ import type { ISkillEvents } from "game/entity/skill/SkillManager";
20
+ import type { IHasImagePath, Quality } from "game/IObject";
21
+ import type { IslandId } from "game/island/IIsland";
22
+ import type Island from "game/island/Island";
23
+ import type { IContainer } from "game/item/IItem";
24
+ import { ItemType, ItemTypeGroup, RecipeLevel } from "game/item/IItem";
25
+ import type Item from "game/item/Item";
26
+ import { TempType } from "game/temperature/ITemperature";
27
+ import type { ITile } from "game/tile/ITerrain";
28
+ import Message from "language/dictionary/Message";
29
+ import type { IModdable } from "mod/ModRegistry";
30
+ import type { IOptions } from "save/data/ISaveDataGlobal";
31
+ import type { IRGB } from "utilities/Color";
32
+ import type { Direction } from "utilities/math/Direction";
33
+ import type { IVector2 } from "utilities/math/IVector";
34
+ import type { IRange } from "utilities/math/Range";
35
+ export interface IHumanEvents extends Events<Entity>, ISkillEvents {
36
+ /**
37
+ * Called when the human is spawned. (At the end of `Player.setup` / `NPC.spawn`)
38
+ */
39
+ spawn(): any;
40
+ /**
41
+ * Called when the player starts resting
42
+ * @param restData The data related to the rest event
43
+ */
44
+ restStart(restData: IRestData): any;
45
+ /**
46
+ * Called when the player stops resting
47
+ * @param restData The data related to the rest event
48
+ */
49
+ restEnd(restData: IRestData): any;
50
+ /**
51
+ * Called when an item is added to the player's inventory
52
+ * @param item The item object
53
+ * @param container The container object the item was added to. This container might be inventory or a container within the inventory.
54
+ */
55
+ inventoryItemAdd(item: Item, container: IContainer): any;
56
+ /**
57
+ * Called when an item is removed from the players inventory
58
+ * @param item The item object
59
+ * @param container The container object the item was moved to.
60
+ */
61
+ inventoryItemRemove(item: Item, container: IContainer): any;
62
+ /**
63
+ * Called when an item is moved from one container to another, while still in the players inventory.
64
+ * @param item The item object
65
+ * @param container The container object the item was moved to. This container might be inventory or a container within the inventory.
66
+ * @param previousContainer The container object the item was moved from. This container might be inventory or a container within the inventory.
67
+ */
68
+ inventoryItemUpdate(item: Item, container: IContainer, previousContainer?: IContainer): any;
69
+ /**
70
+ * Called when the human equips an item to a slot
71
+ * @param item The item being equipped
72
+ * @param slot The slot
73
+ */
74
+ equip?(item: Item, slot: EquipType): any;
75
+ /**
76
+ * Called when the human fails to equip an item to a slot
77
+ * @param item The item being equipped
78
+ * @param slot The slot
79
+ */
80
+ equipFailed?(item: Item, slot: EquipType): any;
81
+ /**
82
+ * Called when the human unequips an item from a slot
83
+ * @param item The item being unequipped
84
+ * @param slot The slot it was equipped in
85
+ */
86
+ unequip?(item: Item, slot: EquipType): any;
87
+ /**
88
+ * Called when the human faces a different direction
89
+ * @param direction The direction the player is now facing
90
+ */
91
+ updateDirection?(direction: Direction): void;
92
+ /**
93
+ * Called before consuming an item
94
+ * @param itemType The item type
95
+ * @param actionType The action type
96
+ * @returns True if the human can consume the item (default logic isn't called, should use your own code for consumption), false if the human cannot consume the item, or undefined to use the default logic
97
+ */
98
+ canConsumeItem(itemType: ItemType, actionType: ActionType): boolean | undefined;
99
+ /**
100
+ * Called when an item is being dropped
101
+ * @param item The item to be dropped
102
+ * @param tile The tile the item will be dropped on
103
+ * @param dropAll True if all items of this type will be dropped
104
+ * @param dropAllQuality If not undefined, all items of this quality will be dropped
105
+ * @returns True if the item can be dropped, false if the item can not be dropped, or undefined to use the default logic
106
+ */
107
+ canDropItem(item: Item, tile: ITile, dropAll: boolean, dropAllQuality: Quality | undefined): boolean | undefined;
108
+ /**
109
+ * Called before an npc attacks
110
+ * @param weapon The weapon used to attack
111
+ * @param attackType The attack type
112
+ * @returns False if the npc cannot attack, or undefined to use the default logic
113
+ */
114
+ canAttack(weapon: Item | undefined, attackType: AttackType): boolean | undefined;
115
+ calculateEquipmentStats(): any;
116
+ /**
117
+ * Called when getting the player's maximum health
118
+ * @param maxHealth The current max health of the player (after any other previous mods)
119
+ */
120
+ getMaxHealth(maxHealth: number): number;
121
+ /**
122
+ * Called when the players weight is being updated
123
+ * @param newWeight The new weight of the player
124
+ * @returns A number to set the player weight to or undefined to use the default logic
125
+ */
126
+ updateWeight(newWeight: number): number | undefined;
127
+ /**
128
+ * Called when getting the players weight or stamina movement penalty
129
+ * @returns The weight/stamina movement penalty for the player or undefined to use the default logic
130
+ */
131
+ getWeightOrStaminaMovementPenalty(): number | undefined;
132
+ /**
133
+ * Called when getting the players weight status
134
+ * @returns The weight status of the player or undefined to use the default logic
135
+ */
136
+ getWeightStatus(): WeightStatus | undefined;
137
+ /**
138
+ * Called when getting the player's maximum weight
139
+ * @param maxWeight The current max weight of the player (after any other previous mods)
140
+ */
141
+ getMaxWeight(maxWeight: number): number;
142
+ /**
143
+ * Called when input is being processed on the server
144
+ * @param player The player object
145
+ * @returns False to prevent input processing or undefined to use the default logic
146
+ */
147
+ processInput(): false | undefined;
148
+ /**
149
+ * Called when movement is attempted on the server
150
+ * @param player The player object
151
+ * @param direction The direction to move
152
+ * @returns False to prevent movement or undefined to use the default logic
153
+ */
154
+ canMove(direction: Direction.Cardinal): false | undefined;
155
+ /**
156
+ * Called when getting the players movement intent
157
+ * @returns The movement intent of the player or undefined to use the default logic
158
+ */
159
+ getMovementIntent(): IMovementIntent | undefined;
160
+ /**
161
+ * Called when the walk path of the player changes.
162
+ */
163
+ walkPathChange(walkPath: IVector2[] | undefined): any;
164
+ /**
165
+ * Called when the human changes their layer (z position)
166
+ */
167
+ changeZ(z: number, oldZ: number): any;
168
+ /**
169
+ * Called when the player completes a movement
170
+ */
171
+ moveComplete(): any;
172
+ /**
173
+ * Called when no input is received
174
+ */
175
+ noInput(): any;
176
+ /**
177
+ * Called when a book is opened by a player
178
+ * @param book The book that was opened
179
+ */
180
+ openBook?(item: Item): void;
181
+ /**
182
+ * Called when something is built on a tile
183
+ * @param item The item used to build the object
184
+ * @param tile The tile something was built on
185
+ * @param doodad The doodad that was created on the tile
186
+ */
187
+ build?(item: Item, tile: ITile, doodad: Doodad): void;
188
+ /**
189
+ * Called when the human is damaged
190
+ * @param damageInfo The damage info object
191
+ * @returns The amount of damage the player should take (the player will take this damage)
192
+ */
193
+ damage(damageInfo: IDamageInfo): number | void;
194
+ /**
195
+ * Called when the player tick starts
196
+ */
197
+ tickStart(): any;
198
+ /**
199
+ * Called when the player tick ends
200
+ */
201
+ tickEnd(): any;
202
+ /**
203
+ * Called when a turn is starting
204
+ */
205
+ turnStart(): any;
206
+ /**
207
+ * Called when a turn is ending
208
+ */
209
+ turnEnd(): any;
210
+ /**
211
+ * Called when checking if a human is swimming
212
+ * @param isSwimming True if the human is swimming
213
+ * @returns True if the human should be swimming, false if they should not be swimming, or undefined to use the default logic
214
+ */
215
+ isSwimming(isSwimming: boolean): boolean | undefined;
216
+ /**
217
+ * @param key The key of `IOptions` that was changed on this player
218
+ * @param value The value this key was set to
219
+ */
220
+ updateOption<O extends keyof IOptions>(key: O, value: IOptions[O]): any;
221
+ /**
222
+ * Used for registering events
223
+ * This may be called more than once on the same player
224
+ */
225
+ reregister(): any;
226
+ /**
227
+ * Used for deregistering events
228
+ */
229
+ deregister(): any;
230
+ /**
231
+ * Called when the human is moving to another island
232
+ * @param oldIsland The humans old island
233
+ * @param newIslandId The humans new island
234
+ */
235
+ preMoveToIsland(oldIsland: Island, newIslandId: IslandId): any;
236
+ /**
237
+ * Called when the human is moving to another island
238
+ * @param oldIsland The humans old island
239
+ * @param newIsland The humans new island
240
+ */
241
+ moveToIsland(oldIsland: Island, newIsland: Island): any;
242
+ /**
243
+ * Called when the human is loaded onto an island
244
+ * @param options Load island options
245
+ */
246
+ loadedOnIsland(island: Island, options?: Partial<ILoadOnIslandOptions>): any;
247
+ /**
248
+ * Called when the human will be killed. If any handlers return `false` to stop the human from dying,
249
+ * no further handlers will be called.
250
+ * @return `false` to stop the human from dying
251
+ */
252
+ shouldDie(): false | void;
253
+ }
254
+ export interface IHairstyleDescription extends IModdable, IHasImagePath {
255
+ name: string;
256
+ }
257
+ export interface IColorDescription extends IModdable {
258
+ color: IRGB;
259
+ }
260
+ export interface ICustomizations {
261
+ hairStyle: keyof typeof HairStyle;
262
+ hairColor: keyof typeof HairColor;
263
+ skinColor: keyof typeof SkinColor;
264
+ }
265
+ export interface ICharacter {
266
+ name: string;
267
+ customization: ICustomizations;
268
+ }
269
+ export declare enum Delay {
270
+ None = 0,
271
+ LongPause = 25,
272
+ Movement = 10,
273
+ ShortPause = 13,
274
+ Collision = 40,
275
+ TurnDirection = 2,
276
+ ReallyLongPause = 100,
277
+ AttackAnimation = 30
278
+ }
279
+ export declare enum EquipType {
280
+ None = 0,
281
+ Held = 1,
282
+ Legs = 2,
283
+ Chest = 3,
284
+ Head = 4,
285
+ Waist = 5,
286
+ Feet = 6,
287
+ Neck = 7,
288
+ Hands = 8,
289
+ Back = 9,
290
+ MainHand = 10,
291
+ OffHand = 11
292
+ }
293
+ export declare const EQUIP_SLOTS: EquipType[];
294
+ export declare const EQUIP_SLOTS_FREE: EquipType[];
295
+ export declare const EQUIP_SLOT_ITEM_GROUPS: Record<EquipType, ItemTypeGroup | undefined>;
296
+ export declare const equipmentRenderOrder: EquipType[];
297
+ export declare type InsulationWeight = number | [number, "onlyWhenEquipped"];
298
+ export declare const equipSlotInsulationWeights: Record<TempType, Record<EquipType, InsulationWeight>>;
299
+ export interface IExcludedWhenLowering {
300
+ excludeIfLowering: true;
301
+ }
302
+ export declare function calculateEquipSlotInsulation(type: TempType, slot: EquipType, equipped?: Item): [number, number, IExcludedWhenLowering | undefined];
303
+ export declare const insulationRangeWhenSwimming: Record<TempType, IRange>;
304
+ export declare enum HairColor {
305
+ "#e7c978" = 0,
306
+ "#b9793d" = 1,
307
+ "#b84627" = 2,
308
+ "#7f3721" = 3,
309
+ "#7e4b1c" = 4,
310
+ "#422116" = 5,
311
+ "#28222a" = 6,
312
+ "#bfb0a8" = 7,
313
+ "#ffffff" = 8
314
+ }
315
+ export declare enum SkinColor {
316
+ "#fddcd4" = 0,
317
+ "#d6be93" = 1,
318
+ "#f0ceab" = 2,
319
+ "#c7a077" = 3,
320
+ "#d89a72" = 4,
321
+ "#89623a" = 5,
322
+ "#88563b" = 6,
323
+ "#613429" = 7,
324
+ "#361e1c" = 8
325
+ }
326
+ export declare enum HairStyle {
327
+ None = 0,
328
+ Spike = 1,
329
+ Bun = 2,
330
+ Ponytail = 3,
331
+ Afro = 4,
332
+ Bouncy = 5,
333
+ Dreads = 6,
334
+ Shaved = 7,
335
+ Long = 8,
336
+ Mohawk = 9
337
+ }
338
+ export declare enum RestCancelReason {
339
+ CreatureNearby = 0,
340
+ Damaged = 1,
341
+ FullStamina = 2,
342
+ NearbyCreatureDamagedDoodad = 3,
343
+ CreatureDamaged = 4,
344
+ Canceled = 5,
345
+ Dying = 6,
346
+ WaterPoured = 7
347
+ }
348
+ export declare const restCancelReasonMessageMap: Record<RestCancelReason, Message | undefined>;
349
+ export interface IRestData {
350
+ type: RestType;
351
+ startHealth: number;
352
+ totalCycles: number;
353
+ itemId?: number;
354
+ doodadId?: number;
355
+ cycle?: number;
356
+ cancelReason?: Set<RestCancelReason>;
357
+ }
358
+ export declare enum RestType {
359
+ Resting = 0,
360
+ Sleeping = 1
361
+ }
362
+ export declare enum SkillType {
363
+ None = 0,
364
+ Chemistry = 1,
365
+ Anatomy = 2,
366
+ Marksmanship = 3,
367
+ Blacksmithing = 4,
368
+ Botany = 5,
369
+ Camping = 6,
370
+ Cartography = 7,
371
+ Claythrowing = 8,
372
+ Cooking = 9,
373
+ Fishing = 10,
374
+ Fletching = 11,
375
+ Glassblowing = 12,
376
+ Leatherworking = 13,
377
+ Lockpicking = 14,
378
+ Lumberjacking = 15,
379
+ Mining = 16,
380
+ Mycology = 17,
381
+ Parrying = 18,
382
+ Stonecrafting = 19,
383
+ Swimming = 20,
384
+ Tactics = 21,
385
+ Tailoring = 22,
386
+ Throwing = 23,
387
+ Tinkering = 24,
388
+ Trapping = 25,
389
+ Woodworking = 26,
390
+ Taming = 27,
391
+ Gardening = 28,
392
+ Bartering = 29,
393
+ Seafaring = 30,
394
+ Thaumaturgy = 31,
395
+ DualWielding = 32
396
+ }
397
+ export interface ICrafted {
398
+ unlockTime: number;
399
+ newUnlock: boolean;
400
+ }
401
+ export interface ICheckUnderOptions {
402
+ autoActions?: boolean;
403
+ enterCave?: boolean;
404
+ forcePickUp?: boolean;
405
+ skipDoodadEvents?: boolean;
406
+ burned?: boolean;
407
+ }
408
+ export declare const craftingChances: Descriptions<RecipeLevel, number>;
409
+ export declare const STAMINA_LOW_PENALTY_START = 15;
410
+ export interface IHumanOld extends Partial<Human> {
411
+ skills?: Record<SkillType, {
412
+ bonus: number;
413
+ core: number;
414
+ }>;
415
+ }
416
+ /**
417
+ * At this weight or more, you are encumbered.
418
+ * Defaults to 90% (0.9)
419
+ */
420
+ export declare const WEIGHT_ENCUMBERED = 0.9;
421
+ export interface ICanSailAwayResult {
422
+ canSailAway: boolean;
423
+ distanceFromEdge?: number;
424
+ blockedTilesChecked?: Set<ITile>;
425
+ }
426
+ export interface IVoyageInfo {
427
+ time: number;
428
+ boat?: Item;
429
+ destination?: Island;
430
+ usedItems?: Item[];
431
+ wantedItems?: ItemType[];
432
+ }
433
+ export declare enum MovingClientSide {
434
+ /**
435
+ * NoInput = Idle
436
+ */
437
+ NoInput = 0,
438
+ /**
439
+ * Is actively moving
440
+ */
441
+ Moving = 1,
442
+ /**
443
+ * Just completed their movement.
444
+ * They might be about to move again.
445
+ */
446
+ Moved = 2,
447
+ /**
448
+ * The game registered the end of the movement.
449
+ * It's about to check if it will move again or finish (state change into Moving or NoInput)
450
+ */
451
+ PreNoInput = 3
452
+ }
453
+ /**
454
+ * The swimming skill required to travel to another island
455
+ *
456
+ * **NOTE:** If you change this number, make sure to also rebalance `PLAYER_TRAVEL_SWIM_STAMINA_STAT_REDUCTION`,
457
+ * as the amount of stamina used is based around swimming only first being available at 80% skill
458
+ */
459
+ export declare const ISLAND_TRAVEL_SWIMMING_SKILL_THRESHOLD = 80;
460
+ /**
461
+ *
462
+ */
463
+ export declare const ISLAND_TRAVEL_STAMINA_THRESHOLD = 0.6;
464
+ /**
465
+ * 100 ticks of travel time @ base
466
+ */
467
+ export declare const DEFAULT_ISLAND_TRAVEL_TIME_BASE = 100;
468
+ /**
469
+ * A multiplier for how much travel time is added by the distance travelled, variable based on the player's seafaring skill.
470
+ */
471
+ export declare const DEFAULT_ISLAND_TRAVEL_TIME_MULTIPLIER: IRange;
472
+ /**
473
+ * The amount of travel time it takes to travel to civilisation
474
+ */
475
+ export declare const DEFAULT_TRAVEL_TIME_CIVILIZATION = 2000;
476
+ /**
477
+ * 0 == no reduction, higher is more. The travel time is divided by `Math.log(skill) * multiplier + 1`
478
+ */
479
+ export declare const ISLAND_TRAVEL_TIME_SEAFARING_SKILL_REDUCTION_MULTIPLIER = 0.3;
480
+ /**
481
+ * Metabolic stat loss is `travelTime * this multiplier`
482
+ */
483
+ export declare const PLAYER_TRAVEL_METABOLIC_STAT_REDUCTION_MULTIPLIER = 0.2;
484
+ /**
485
+ * Stamina loss is `this reduction / Math.log2(boat tier)`
486
+ */
487
+ export declare const PLAYER_TRAVEL_BOAT_STAMINA_STAT_REDUCTION = 40;
488
+ /**
489
+ * Stat loss is `this reduction / Math.log2(boat tier)`
490
+ */
491
+ export declare const PLAYER_TRAVEL_CIVILIZATION_STAT_REDUCTION = 5;
492
+ /**
493
+ * Stamina loss is `lerp(this range, skill percentage)`
494
+ * This works out to:
495
+ * - 80% skill (required for swimming to another island) = ~108 stamina lost
496
+ * - 100% skill = 60 stamina lost
497
+ * - 125% skill = 0 stamina lost
498
+ */
499
+ export declare const PLAYER_TRAVEL_SWIM_STAMINA_STAT_REDUCTION: IRange;
500
+ /**
501
+ * The minimum remaining stamina the player should have after swimming
502
+ */
503
+ export declare const PLAYER_TRAVEL_SWIM_STAMINA_STAT_MIN = 10;
504
+ /**
505
+ * A multiplier for travel time when the player is swimming
506
+ */
507
+ export declare const PLAYER_TRAVEL_TIME_SWIMMING_MULTIPLIER = 2;
508
+ /**
509
+ * A multiplier for travel time when the player is using an item
510
+ */
511
+ export declare const PLAYER_TRAVEL_TIME_REDUCTION_ITEM_MULTIPLIER = 0.75;
512
+ /**
513
+ * A list of items that reduce the travel time, when in the player's inventory
514
+ */
515
+ export declare const PLAYER_TRAVEL_TIME_REDUCTION_ITEMS: ItemType[];