@wayward/types 2.14.0-beta.dev.20231211.1 → 2.14.0-beta.dev.20231213.1

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@@ -88,7 +88,6 @@ export declare class Alignment implements IReadableAlignment {
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  * A multiplier for the amount of evil that the player will receive tomorrow night. (IE delayed by one day.)
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  */
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  addNightlyEvilMultiplier(amount: number): this;
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- reduceNightlyEvilMultiplier(amount: number): this;
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  applyNightly(): void;
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  /**
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  * - Clamp evil/good within proper ranges
@@ -42,13 +42,17 @@ export declare const DEITY_ALIGNMENT_EVIL_NIGHTLY_RAMP_RANGE: IRange;
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  */
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  export declare const DEITY_ALIGNMENT_EVIL_NIGHTLY_RAMP_TIME = 50;
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  /**
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- * A multiplier for chance values that get added to the nightly evil multiplier.
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+ * A multiplier for values that get added to the nightly evil multiplier.
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  */
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- export declare const DEITY_ALIGNMENT_EVIL_NIGHTLY_MULTIPLIER_CHANCE_VALUE_MULTIPLIER: number;
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+ export declare const DEITY_ALIGNMENT_EVIL_NIGHTLY_MULTIPLIER_CHANCE_VALUE_MULTIPLIER = 0.00075;
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  /**
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  * The chance of adding to the nightly evil multiplier.
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  */
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  export declare const DEITY_ALIGNMENT_EVIL_NIGHTLY_MULTIPLIER_CHANCE_VALUE_CHANCE: number;
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+ /**
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+ * The maximum amount the ramp can be multiplied by the nightly evil multiplier.
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+ */
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+ export declare const DEITY_ALIGNMENT_EVIL_NIGHTLY_MULTIPLIER_MAX_RAMP_MULTIPLIER = 2.5;
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  export interface IReadableAlignment {
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  /**
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  * The current Deity aligned to.
@@ -11,7 +11,7 @@
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  import { ISacrifice } from "@wayward/game/game/deity/IDeities";
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  import type Entity from "@wayward/game/game/entity/Entity";
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  import { Action } from "@wayward/game/game/entity/action/Action";
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- import type { IActionUsable } from "@wayward/game/game/entity/action/IAction";
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+ import { type IActionUsable } from "@wayward/game/game/entity/action/IAction";
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  import { ActionArgumentCustom } from "@wayward/game/game/entity/action/argument/ActionArgumentCustom";
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  import type Item from "@wayward/game/game/item/Item";
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  export declare class SacrificeArgument extends ActionArgumentCustom<ISacrifice> {
@@ -21,6 +21,7 @@ export interface ISkillDescription extends IModdable {
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  attribute?: Stat | ISkillAttribute;
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  runeChance?: RuneChance;
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  defaultDamageType?: DamageType;
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+ alignmentImpact?: number;
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  }
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  export interface ISkillAttribute {
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  stat: Stat;
@@ -14,7 +14,7 @@ import { TickFlag } from "@wayward/game/game/IGame";
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  import { Quality } from "@wayward/game/game/IObject";
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  import { TickHelper } from "@wayward/game/game/TickHelper";
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  import type { BiomeTypes, IBiomeDescription } from "@wayward/game/game/biome/IBiome";
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- import type { IReadableAlignment } from "@wayward/game/game/deity/IDeities";
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+ import { FerocityLevel, type IReadableAlignment } from "@wayward/game/game/deity/IDeities";
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  import DoodadManager from "@wayward/game/game/doodad/DoodadManager";
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  import Human from "@wayward/game/game/entity/Human";
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  import type { StatusType } from "@wayward/game/game/entity/IEntity";
@@ -51,6 +51,7 @@ import Version from "@wayward/game/utilities/Version";
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  import { Direction } from "@wayward/game/utilities/math/Direction";
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  import type { IVector2, IVector3 } from "@wayward/game/utilities/math/IVector";
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  import EventEmitter from "@wayward/utilities/event/EventEmitter";
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+ import { WorldZ } from "@wayward/utilities/game/WorldZ";
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  import type { Random } from "@wayward/utilities/random/Random";
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  import type { LegacySeededGenerator } from "@wayward/utilities/random/generators/LegacySeededGenerator";
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  import type { PCGSeededGenerator } from "@wayward/utilities/random/generators/PCGSeededGenerator";
@@ -157,6 +158,7 @@ export default class Island extends EventEmitter.Host<IIslandEvents> implements
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  get isActive(): boolean;
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  get isDefaultIsland(): boolean;
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  get isTransient(): boolean;
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+ getFerocityLevel(z: WorldZ): FerocityLevel;
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  getDetails(): IIslandDetails;
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  /**
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  * Activates the island.