@wayward/types 2.13.2-beta.dev.20230605.3 → 2.13.2-beta.dev.20230607.1

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Files changed (34) hide show
  1. package/definitions/game/game/biome/IBiome.d.ts +13 -0
  2. package/definitions/game/game/biome/arid/Arid.d.ts +16 -0
  3. package/definitions/game/game/biome/coastal/Coastal.d.ts +16 -0
  4. package/definitions/game/game/biome/iceCap/IceCap.d.ts +16 -0
  5. package/definitions/game/game/biome/volcanic/Volcanic.d.ts +16 -0
  6. package/definitions/game/game/biome/wetlands/Wetlands.d.ts +16 -0
  7. package/definitions/game/game/deity/IDeities.d.ts +58 -0
  8. package/definitions/game/game/entity/Entity.d.ts +2 -1
  9. package/definitions/game/game/entity/IEntity.d.ts +5 -5
  10. package/definitions/game/game/entity/IHuman.d.ts +12 -2
  11. package/definitions/game/game/entity/StatDescriptions.d.ts +38 -0
  12. package/definitions/game/game/entity/Stats.d.ts +2 -2
  13. package/definitions/game/game/entity/action/actions/UpdateDirection.d.ts +3 -1
  14. package/definitions/game/game/inspection/InfoProvider.d.ts +10 -10
  15. package/definitions/game/game/inspection/infoProviders/stat/AttackInfo.d.ts +2 -5
  16. package/definitions/game/game/inspection/infoProviders/stat/DefenseInfo.d.ts +2 -5
  17. package/definitions/game/game/inspection/infoProviders/stat/FerocityInfo.d.ts +18 -0
  18. package/definitions/game/game/inspection/infoProviders/stat/StatInfo.d.ts +10 -0
  19. package/definitions/game/game/inspection/inspections/StatInspection.d.ts +4 -2
  20. package/definitions/game/game/temperature/TemperatureManager.d.ts +1 -0
  21. package/definitions/game/language/Dictionary.d.ts +92 -91
  22. package/definitions/game/language/DictionaryMap.d.ts +181 -178
  23. package/definitions/game/language/dictionary/UiTranslation.d.ts +781 -785
  24. package/definitions/game/language/english/game/FerocityLevels.d.ts +13 -0
  25. package/definitions/game/mod/ModRegistry.d.ts +86 -45
  26. package/definitions/game/ui/input/Bindable.d.ts +12 -0
  27. package/definitions/game/ui/input/Bindables.d.ts +3 -1
  28. package/definitions/game/ui/screen/screens/game/static/stats/{Reputation.d.ts → Ferocity.d.ts} +5 -0
  29. package/definitions/game/ui/screen/screens/game/static/stats/IStatDisplayDescription.d.ts +2 -2
  30. package/definitions/game/ui/screen/screens/game/static/stats/component/Stat.d.ts +4 -4
  31. package/definitions/game/utilities/Version.d.ts +1 -0
  32. package/definitions/game/utilities/enum/IEnum.d.ts +2 -1
  33. package/definitions/game/utilities/math/Math2.d.ts +13 -2
  34. package/package.json +1 -1
@@ -8,6 +8,8 @@
8
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
9
  * https://github.com/WaywardGame/types/wiki
10
10
  */
11
+ import type { WorldZ } from "game/WorldZ";
12
+ import { type FerocityLevelThresholds } from "game/deity/IDeities";
11
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  import type { IBiomeMapGen, MapGenVersions } from "game/mapgen/IMapGen";
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  import type { IBiomeTemperature } from "game/temperature/ITemperature";
13
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  import type { TerrainType } from "game/tile/ITerrain";
@@ -21,6 +23,17 @@ export interface IBiomeDescription extends IModdable {
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  temperature?: IBiomeTemperature;
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  mapGen: MapGenVersions<IBiomeMapGen>;
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  fog?: IFogDescription;
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+ /**
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+ * A record defining maximum thresholds for each ferocity level.
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+ *
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+ * When a layer's ferocity thresholds are not set, thresholds for `WorldZ.Overworld` are used.
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+ * When no thresholds are set *at all*, {@link DEFAULT_FEROCITY_LEVEL_THRESHOLDS} is used.
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+ *
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+ * The current ferocity level is equivalent to the level with the threshold *closest* to the current alignment value, without exceeding it.
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+ *
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+ * When no thresholds are applicable, `FerocityLevel.Minimal` is used.
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+ */
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+ ferocity?: PartialRecord<WorldZ, FerocityLevelThresholds>;
24
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  }
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  export interface IFogDescription {
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  color: IRGB;
@@ -17,6 +17,22 @@ declare const _default: {
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  readonly fog: {
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  color: import("utilities/Color").IRGB;
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  };
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+ readonly ferocity: {
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+ 1: {
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+ 1: number;
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+ 2: number;
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+ 3: number;
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+ 4: number;
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+ 5: number;
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+ };
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+ 0: {
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+ 1: number;
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+ 2: number;
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+ 3: number;
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+ 4: number;
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+ 5: number;
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+ };
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+ };
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  mapGen: BiomeMapGen;
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  temperature: IBiomeTemperature;
22
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  };
@@ -17,6 +17,22 @@ declare const _default: {
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  readonly fog: {
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  color: import("utilities/Color").IRGB;
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  };
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+ readonly ferocity: {
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+ 1: {
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+ 1: number;
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+ 2: number;
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+ 3: number;
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+ 4: number;
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+ 5: number;
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+ };
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+ 0: {
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+ 1: number;
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+ 2: number;
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+ 3: number;
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+ 4: number;
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+ 5: number;
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+ };
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+ };
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  mapGen: BiomeMapGen;
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  temperature: IBiomeTemperature;
22
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  };
@@ -17,6 +17,22 @@ declare const _default: {
17
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  readonly fog: {
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  color: import("utilities/Color").IRGB;
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  };
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+ readonly ferocity: {
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+ 1: {
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+ 1: number;
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+ 2: number;
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+ 3: number;
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+ 4: number;
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+ 5: number;
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+ };
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+ 0: {
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+ 1: number;
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+ 2: number;
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+ 3: number;
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+ 4: number;
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+ 5: number;
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+ };
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+ };
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  mapGen: BiomeMapGen;
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  temperature: IBiomeTemperature;
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  };
@@ -17,6 +17,22 @@ declare const _default: {
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  readonly fog: {
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  color: import("utilities/Color").IRGB;
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  };
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+ readonly ferocity: {
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+ 1: {
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+ 1: number;
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+ 2: number;
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+ 3: number;
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+ 4: number;
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+ 5: number;
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+ };
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+ 0: {
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+ 1: number;
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+ 2: number;
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+ 3: number;
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+ 4: number;
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+ 5: number;
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+ };
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+ };
20
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  mapGen: BiomeMapGen;
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  temperature: IBiomeTemperature;
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  };
@@ -17,6 +17,22 @@ declare const _default: {
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  readonly fog: {
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  color: import("utilities/Color").IRGB;
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  };
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+ readonly ferocity: {
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+ 1: {
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+ 1: number;
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+ 2: number;
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+ 3: number;
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+ 4: number;
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+ 5: number;
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+ };
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+ 0: {
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+ 1: number;
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+ 2: number;
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+ 3: number;
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+ 4: number;
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+ 5: number;
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+ };
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+ };
20
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  mapGen: BiomeMapGen;
21
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  temperature: IBiomeTemperature;
22
38
  };
@@ -0,0 +1,58 @@
1
+ export declare enum Deity {
2
+ Evil = 0,
3
+ Neutral = 1,
4
+ Good = 2
5
+ }
6
+ export type RuneChance = [alignment: Deity, chance: number];
7
+ /**
8
+ * The maximum chance of a rune dropping that can come from the base chance.
9
+ * IE, given a maxed chance (1.0), that results in an actual 30% chance of a rune dropping.
10
+ *
11
+ * The base chance is combined with the piety chance in the rune dropping calculation.
12
+ */
13
+ export declare const DEITY_RUNE_CHANCE_BASE_MAX = 0.3;
14
+ /**
15
+ * The maximum chance of a rune dropping that can come from the Piety skill.
16
+ * IE, if the skill is at 100%, that results in an actual 30% chance of a rune dropping.
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+ *
18
+ * The piety chance is combined with the base chance in the rune dropping calculation.
19
+ */
20
+ export declare const DEITY_RUNE_CHANCE_PIETY_MAX = 0.3;
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+ /**
22
+ * The chance that a rune drop is replaced with a neutral rune drop.
23
+ */
24
+ export declare const DEITY_RUNE_CHANCE_NEUTRAL = 0.1;
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+ /**
26
+ * The range of evil alignment gained per night between at start and once it's ramped up.
27
+ */
28
+ export declare const DEITY_ALIGNMENT_EVIL_NIGHTLY_RAMP_RANGE: import("utilities/math/Range").IRange;
29
+ /**
30
+ * The number of days it takes for nightly evil alignment to fully ramp up.
31
+ */
32
+ export declare const DEITY_ALIGNMENT_EVIL_NIGHTLY_RAMP_TIME = 10;
33
+ export declare enum DeityAlignmentLevel {
34
+ Neutral = 0,
35
+ AlignedTo = 1,
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+ ReverentTo = 2,
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+ AcolyteOf = 3,
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+ DevotedTo = 4,
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+ ZealotOf = 5
40
+ }
41
+ export declare enum FerocityLevel {
42
+ Minimal = 0,
43
+ Low = 1,
44
+ Moderate = 2,
45
+ High = 3,
46
+ VeryHigh = 4,
47
+ Nightmare = 5
48
+ }
49
+ /**
50
+ *
51
+ * A record defining maximum thresholds for each alignment danger level.
52
+ *
53
+ * The current danger level is the first level above the current alignment value.
54
+ *
55
+ * When no thresholds are applicable, `AlignmentDangerLevel.Minimal` is used.
56
+ */
57
+ export type FerocityLevelThresholds = Record<Exclude<FerocityLevel, FerocityLevel.Minimal>, number>;
58
+ export declare const DEFAULT_FEROCITY_LEVEL_THRESHOLDS: FerocityLevelThresholds;
@@ -12,6 +12,7 @@ import type { SfxType } from "audio/IAudio";
12
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  import EventEmitter from "event/EventEmitter";
13
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  import type { TileUpdateType } from "game/IGame";
14
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  import { FireType } from "game/IGame";
15
+ import type { WorldZ } from "game/WorldZ";
15
16
  import type Doodad from "game/doodad/Doodad";
16
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  import type EntityMovable from "game/entity/EntityMovable";
17
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  import type EntityWithStats from "game/entity/EntityWithStats";
@@ -45,7 +46,7 @@ export default abstract class Entity<DescriptionType = unknown, TypeType extends
45
46
  renamed?: string | ISerializedTranslation;
46
47
  x: number;
47
48
  y: number;
48
- z: number;
49
+ z: WorldZ;
49
50
  private _data?;
50
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  private _tags?;
51
52
  islandId: IslandId;
@@ -61,17 +61,17 @@ export interface IStatChangeInfo<T = any> {
61
61
  important?: boolean;
62
62
  }
63
63
  export declare module IStatChangeInfo {
64
- /**
65
- * Creates a stat change info object
66
- * @param important Marked as "important" if true
67
- */
68
- function get<T = any>(important: boolean): IStatChangeInfo<T>;
69
64
  /**
70
65
  * Creates a stat change info object
71
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  * @param reasonOrInfo A `StatChangeReason`, or an already created `IStatChangeInfo` object.
72
67
  * @param important Whether this change should be marked as important
73
68
  */
74
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  function get<T = any>(reasonOrInfo: StatChangeReason | IStatChangeInfo, important?: boolean): IStatChangeInfo<T>;
70
+ /**
71
+ * Creates a stat change info object
72
+ * @param important Marked as "important" if true
73
+ */
74
+ function get<T = any>(important: boolean): IStatChangeInfo<T>;
75
75
  }
76
76
  export declare enum StatusType {
77
77
  Bleeding = 0,
@@ -311,11 +311,21 @@ export declare const EQUIP_SLOTS_FREE: EquipType[];
311
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  export declare const EQUIP_SLOT_ITEM_GROUPS: Record<EquipType, ItemTypeGroup | undefined>;
312
312
  export declare const equipmentRenderOrder: EquipType[];
313
313
  export type InsulationWeight = number | [number, "onlyWhenEquipped"];
314
- export declare const equipSlotInsulationWeights: Record<TempType, Record<EquipType, InsulationWeight>>;
314
+ export declare const equipSlotInsulationWeights: Record<TempType, PartialRecord<EquipType, InsulationWeight>>;
315
315
  export interface IExcludedWhenLowering {
316
316
  excludeIfLowering: true;
317
317
  }
318
- export declare function calculateEquipSlotInsulation(type: TempType, slot: EquipType, equipped?: Item): [number, number, IExcludedWhenLowering | undefined];
318
+ /**
319
+ * @param weight The weight of this slot in the calculation. Compare this number to the weights of other slots.
320
+ * @param insulation The insulation value of the item in this slot.
321
+ * @param excluded Whether this slot's insulation should be excluded if it lowers the resulting insulation value.
322
+ */
323
+ export type CalculatedEquipSlotInsulation = [
324
+ weight: number,
325
+ insulation: number,
326
+ excluded?: IExcludedWhenLowering
327
+ ];
328
+ export declare function calculateEquipSlotInsulation(type: TempType, slot: EquipType, equipped?: Item): CalculatedEquipSlotInsulation;
319
329
  export declare const insulationRangeWhenSwimming: Record<TempType, IRange>;
320
330
  export declare enum HairColor {
321
331
  "#e7c978" = 0,
@@ -0,0 +1,38 @@
1
+ /*!
2
+ * Copyright 2011-2023 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 Human from "game/entity/Human";
12
+ import { Stat } from "game/entity/IStats";
13
+ export interface IStatGainInfo {
14
+ amount?: number;
15
+ }
16
+ export interface IStatDescription {
17
+ /**
18
+ * A multiplier for stat gain
19
+ */
20
+ gainMultiplier?: number;
21
+ /**
22
+ * When a human "gains" stat (ie from skill use), if this method is defined, it will be called.
23
+ * @param human The human that "gains" stat
24
+ * @param gainAmount The amount to gain. This will usually be 1. You should respect this if possible.
25
+ * @returns Whether the stat was truly gained
26
+ *
27
+ * **Note:** When implementing this, it is recommended to use
28
+ */
29
+ gain?(human: Human, gainAmount: number): boolean;
30
+ /**
31
+ * When a human performs an action that has a chance of raising a stat, the chance is `1 / getGainChanceOffset()`
32
+ *
33
+ * When `getGainChanceOffset` is not implemented, the stat max will be used instead.
34
+ * When the stat is not an `IStatMax`, the current value will be used instead.
35
+ */
36
+ getGainChanceOffset?(human: Human, defaultGainChanceOffset: number): number;
37
+ }
38
+ export declare const statDescriptions: PartialRecord<Stat, IStatDescription>;
@@ -52,7 +52,7 @@ export default class Stats<T extends IStatHost> {
52
52
  /**
53
53
  * Returns the value of the given stat, or `undefined` if the stat does not exist. Stat bonus is *not* applied.
54
54
  */
55
- getBaseValue(stat: Stat | IStat): number | undefined;
55
+ getBaseValue(stat: Stat | IStat, allowFailure?: boolean): number | undefined;
56
56
  /**
57
57
  * Sets the given `Stat`'s value to the given amount. Assumes the given value includes any bonus. Triggers `statChange`
58
58
  * @param stat The `Stat` to set.
@@ -110,7 +110,7 @@ export default class Stats<T extends IStatHost> {
110
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  /**
111
111
  * Returns the `max` of the given stat, or undefined if the stat isn't an `IStatMax`. Stat bonus is *not* applied.
112
112
  */
113
- getBaseMax(stat: Stat | IStat): number | undefined;
113
+ getBaseMax(stat: Stat | IStat, allowFailure?: boolean): number | undefined;
114
114
  /**
115
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  * Sets the given `Stat`'s `max` to the given amount. Triggers `statMaxChange`
116
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  * @param stat The `Stat` to set.
@@ -10,8 +10,10 @@
10
10
  */
11
11
  import { Action } from "game/entity/action/Action";
12
12
  import { ActionArgument } from "game/entity/action/IAction";
13
+ import type Human from "game/entity/Human";
13
14
  import { Direction } from "utilities/math/Direction";
14
- declare const _default: Action<[ActionArgument.Direction, [ActionArgument.Integer32, ActionArgument.Undefined]], import("../../Human").default<number>, void, {
15
+ declare const _default: Action<[ActionArgument.Direction, [ActionArgument.Integer32, ActionArgument.Undefined]], Human<number>, void, {
15
16
  usable: true;
16
17
  }, [Direction.None | Direction.East | Direction.North | Direction.West | Direction.South, (number | undefined)?]>;
17
18
  export default _default;
19
+ export declare function UpdateDirectionInternal(human: Human, direction: Direction.Cardinal): void;
@@ -78,10 +78,10 @@ export declare abstract class InfoProvider extends EventEmitter.Host<IInfoProvid
78
78
  static create(...translations: TranslationGenerator[]): SimpleInfoProvider;
79
79
  static dynamic<T>(observer: InfoProvider.Observer<T>, supplier: (value: T) => InfoProvider | undefined): SimpleInfoProvider;
80
80
  static of(...classes: string[]): SimpleInfoProvider;
81
- static title(...translations: Array<TranslationGenerator | undefined>): SimpleInfoProvider;
82
- static subtitle(...translations: Array<TranslationGenerator | undefined>): SimpleInfoProvider;
83
- static description(...translations: Array<TranslationGenerator | undefined>): SimpleInfoProvider;
84
- static text(...translations: Array<TranslationGenerator | undefined>): SimpleInfoProvider;
81
+ static title(...translations: Array<InfoProvider | TranslationGenerator | undefined>): SimpleInfoProvider;
82
+ static subtitle(...translations: Array<InfoProvider | TranslationGenerator | undefined>): SimpleInfoProvider;
83
+ static description(...translations: Array<InfoProvider | TranslationGenerator | undefined>): SimpleInfoProvider;
84
+ static text(...translations: Array<InfoProvider | TranslationGenerator | undefined>): SimpleInfoProvider;
85
85
  static list(...translations: Array<InfoProvider | TranslationGenerator | undefined>): SimpleInfoProvider;
86
86
  static ofComponent(componentSupplier: () => Component): InfoProvider;
87
87
  private displayLevel?;
@@ -109,21 +109,21 @@ export declare abstract class InfoProvider extends EventEmitter.Host<IInfoProvid
109
109
  /**
110
110
  * Marks this info provider as to subscribe refresh events to the given host.
111
111
  * Note: Any existing initialized components will not be retroactively subscribed.
112
- * @param predicate A predicate function for whether or not this info provider should actually refresh when the event is hit
113
112
  */
114
- subscribeRefreshOn<E extends EmitterOrBus, K extends Event<E>>(emitterOrBus: E, ...args: [...events: K[], predicate: (...params: Parameters<Handler<E, K>>) => boolean]): this;
113
+ subscribeRefreshOn<E extends EmitterOrBus>(emitterOrBus: E, ...events: Array<Event<E>>): this;
114
+ subscribeRefreshOn<E extends Emitter, K extends Event<E>>(emitter: WeakRef<E>, ...events: Array<Event<E>>): this;
115
115
  /**
116
116
  * Marks this info provider as to subscribe refresh events to the given host.
117
117
  * Note: Any existing initialized components will not be retroactively subscribed.
118
- * @param observer An observer that will only trigger a refresh if the value has changed
118
+ * @param predicate A predicate function for whether or not this info provider should actually refresh when the event is hit
119
119
  */
120
- subscribeRefreshOn<E extends EmitterOrBus, K extends Event<E>>(emitterOrBus: E, ...args: [...events: K[], observer: InfoProvider.Observer<any>]): this;
120
+ subscribeRefreshOn<E extends EmitterOrBus, K extends Event<E>>(emitterOrBus: E, ...args: [...events: K[], predicate: (...params: Parameters<Handler<E, K>>) => boolean]): this;
121
121
  /**
122
122
  * Marks this info provider as to subscribe refresh events to the given host.
123
123
  * Note: Any existing initialized components will not be retroactively subscribed.
124
+ * @param observer An observer that will only trigger a refresh if the value has changed
124
125
  */
125
- subscribeRefreshOn<E extends EmitterOrBus, K extends Event<E>>(emitterOrBus: E, ...events: K[]): this;
126
- subscribeRefreshOn<E extends Emitter, K extends Event<E>>(emitter: WeakRef<E>, ...events: K[]): this;
126
+ subscribeRefreshOn<E extends EmitterOrBus>(emitterOrBus: E, ...args: [...events: Array<Event<E>>, observer: InfoProvider.Observer<any>]): this;
127
127
  /**
128
128
  * Call when this info provider should be refreshed.
129
129
  */
@@ -8,12 +8,9 @@
8
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
9
  * https://github.com/WaywardGame/types/wiki
10
10
  */
11
- import type Human from "game/entity/Human";
12
- import { InfoProvider } from "game/inspection/InfoProvider";
13
11
  import LabelledValue from "game/inspection/infoProviders/LabelledValue";
14
- export default class AttackInfo extends InfoProvider {
15
- private readonly human?;
16
- constructor(human?: Human<number> | undefined);
12
+ import { StatInfo } from "game/inspection/infoProviders/stat/StatInfo";
13
+ export default class AttackInfo extends StatInfo {
17
14
  getClass(): string[];
18
15
  get(): (import("game/inspection/InfoProvider").SimpleInfoProvider | LabelledValue)[];
19
16
  private getTactics;
@@ -8,12 +8,9 @@
8
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
9
  * https://github.com/WaywardGame/types/wiki
10
10
  */
11
- import type Human from "game/entity/Human";
12
- import { InfoProvider } from "game/inspection/InfoProvider";
13
11
  import LabelledValue from "game/inspection/infoProviders/LabelledValue";
14
- export default class DefenseInfo extends InfoProvider {
15
- private readonly human?;
16
- constructor(human?: Human<number> | undefined);
12
+ import { StatInfo } from "game/inspection/infoProviders/stat/StatInfo";
13
+ export default class DefenseInfo extends StatInfo {
17
14
  getClass(): string[];
18
15
  get(): LabelledValue[];
19
16
  private getInsulationSlots;
@@ -0,0 +1,18 @@
1
+ import { Stat } from "game/entity/IStats";
2
+ import type { SimpleInfoProvider } from "game/inspection/InfoProvider";
3
+ import { InfoProvider } from "game/inspection/InfoProvider";
4
+ import LabelledValue from "game/inspection/infoProviders/LabelledValue";
5
+ import { StatInfo } from "game/inspection/infoProviders/stat/StatInfo";
6
+ export default class FerocityInfo extends StatInfo {
7
+ readonly averageReputation: InfoProvider.Observer<number | undefined>;
8
+ readonly reputation: InfoProvider.Observer<number>;
9
+ readonly benignity: InfoProvider.Observer<number>;
10
+ readonly malignity: InfoProvider.Observer<number>;
11
+ readonly score: InfoProvider.Observer<number>;
12
+ readonly civilizationScore: InfoProvider.Observer<number>;
13
+ readonly turns: InfoProvider.Observer<number>;
14
+ readonly ticks: InfoProvider.Observer<number>;
15
+ getTitle(stat: Stat): SimpleInfoProvider;
16
+ getClass(): string[];
17
+ get(): (SimpleInfoProvider | LabelledValue)[];
18
+ }
@@ -0,0 +1,10 @@
1
+ import type Human from "game/entity/Human";
2
+ import type { Stat } from "game/entity/IStats";
3
+ import { InfoProvider } from "game/inspection/InfoProvider";
4
+ export declare abstract class StatInfo extends InfoProvider {
5
+ static getTitle(stat: Stat): import("game/inspection/InfoProvider").SimpleInfoProvider;
6
+ private readonly _human;
7
+ protected get human(): Human<number> | undefined;
8
+ constructor(human: Human);
9
+ getTitle(stat: Stat): import("game/inspection/InfoProvider").SimpleInfoProvider;
10
+ }
@@ -8,15 +8,17 @@
8
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
9
  * https://github.com/WaywardGame/types/wiki
10
10
  */
11
+ import type Human from "game/entity/Human";
11
12
  import { Stat } from "game/entity/IStats";
12
13
  import { InspectType } from "game/inspection/IInspection";
13
- import { InfoProvider } from "game/inspection/InfoProvider";
14
+ import type { InfoProvider } from "game/inspection/InfoProvider";
14
15
  import type { InfoProviderContext } from "game/inspection/InfoProviderContext";
15
16
  import Inspection from "game/inspection/Inspection";
16
17
  import type { TranslationGenerator } from "ui/component/IComponent";
17
18
  export default class StatInspection extends Inspection<Stat> {
18
19
  static handles: (type: InspectType, value: unknown, context?: InfoProviderContext | undefined) => boolean;
19
- private readonly human?;
20
+ private readonly _human?;
21
+ protected get human(): Human<number> | undefined;
20
22
  constructor([, stat]: [any, Stat], context?: InfoProviderContext);
21
23
  getId(): string;
22
24
  getBorder(): string;
@@ -59,6 +59,7 @@ export default class TemperatureManager extends EventEmitter.Host<ITemperatureMa
59
59
  private temperatureBoundaryMax;
60
60
  temperatureBoundaryMaxVector: Vector2;
61
61
  constructor(island: Island);
62
+ clearAll(): void;
62
63
  /**
63
64
  * Called after the island map size is configured
64
65
  */