@wayward/types 2.14.0-beta.dev.20231220.1 → 2.14.0-beta.dev.20231222.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/definitions/game/game/doodad/Doodad.d.ts +1 -1
- package/definitions/game/game/entity/Human.d.ts +1 -0
- package/definitions/game/game/entity/action/IAction.d.ts +4 -0
- package/definitions/game/game/entity/action/argument/ActionArgumentEnum.d.ts +2 -1
- package/definitions/game/game/island/Island.d.ts +1 -1
- package/definitions/game/game/item/Item.d.ts +16 -0
- package/definitions/game/game/item/ItemManager.d.ts +0 -1
- package/definitions/game/game/tile/Tile.d.ts +5 -1
- package/definitions/game/language/dictionary/Message.d.ts +753 -752
- package/definitions/game/ui/component/BlockRow.d.ts +1 -0
- package/definitions/game/ui/component/RangeRow.d.ts +2 -1
- package/definitions/game/ui/screen/screens/game/static/stats/IStatDisplayDescription.d.ts +2 -2
- package/package.json +1 -1
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@@ -227,7 +227,7 @@ export default class Doodad extends EntityMovable<IDoodadDescription, DoodadType
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detachStillContainer(human: Human): Item | undefined;
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displayItem(item: Item, equipType: EquipType): void;
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undisplayItem(human: Human, equipType: EquipType): Item | undefined;
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undisplayAllItems(human: Human, equip?: boolean): Item[];
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undisplayAllItems(human: Human | undefined, equip?: boolean): Item[];
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get blocksMove(): boolean;
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update(ticks: number, playingHumans: Human[], playerHumanTiles: Set<Tile>): void;
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canCauseStatus(): boolean;
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@@ -200,6 +200,7 @@ export default abstract class Human<TypeType extends number = number, EntityRefe
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removeTamedCreature(creature: Creature): boolean;
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resetMovementIntent(): void;
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createItemInInventory(itemType: ItemType | ItemTypeGroup | Array<ItemType | ItemTypeGroup>, quality?: Quality, updateTables?: boolean): Item;
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cloneItemIntoInventory(itemToClone: Item, itemType?: ItemType, updateTables?: boolean): Item;
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damageRandomEquipment(): void;
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getDamageModifier(): number;
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calculateDamageAmount(attackType: AttackType, weapon?: Item, ammoItem?: Item): number;
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@@ -424,6 +424,10 @@ export declare namespace ActionArgument {
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namespace ENUM {
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let ActionArgumentEnumClass: typeof ActionArgumentEnum;
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}
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/**
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* An action argument which is bit flags from the given enum. Performs validation.
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*/
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function FLAGS<ENUM extends number, K extends string>(object: Record<K, ENUM>): ActionArgumentEnum<ENUM, K>;
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}
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export interface IActionArgumentTypeMap {
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[ActionArgument.Undefined]: undefined;
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@@ -12,7 +12,8 @@ import type Entity from "@wayward/game/game/entity/Entity";
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import { ActionArgumentCustom } from "@wayward/game/game/entity/action/argument/ActionArgumentCustom";
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export default class ActionArgumentEnum<ENUM extends number, K extends string> extends ActionArgumentCustom<ENUM> {
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private readonly enumObject;
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private readonly flags;
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constructor(enumObject: Record<K, ENUM>, flags?: boolean);
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validate(executor: Entity | undefined, value: unknown): value is ENUM;
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read(): ENUM;
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write(executor: Entity | undefined, value: ENUM): void;
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@@ -276,7 +276,7 @@ export default class Island extends EventEmitter.Host<IIslandEvents> implements
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* In manual turn mode, it will tick the humans stat timers & the game
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*/
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passTurn(human: Human, turnType?: TurnTypeFlag, dueToAction?: boolean): void;
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fastForward(travelTime: number, multiplayerLoadingDescription?: MultiplayerLoadingDescription): Promise<void>;
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fastForward(travelTime: number, tickFlags?: TickFlag, multiplayerLoadingDescription?: MultiplayerLoadingDescription): Promise<void>;
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/**
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* Collection of things to perform on each tick
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*/
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@@ -278,6 +278,9 @@ export default class Item extends EntityMovable<IItemDescription, ItemType, Refe
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getMovementOptions(): IMoveToTileOptions | undefined;
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protected onMovementCompleted(movingData: IMovingData): void;
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setQuality(human: Human | undefined, quality?: Quality): void;
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/**
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* Get acceptable magical types based on item
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*/
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getValidMagicalProperties(): MagicalPropertyType[];
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addMagicalProperties(count: number, source?: string): boolean;
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rerollMagicalProperty(type: MagicalPropertyType, subType?: MagicalSubPropertySubTypes): boolean;
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@@ -295,10 +298,20 @@ export default class Item extends EntityMovable<IItemDescription, ItemType, Refe
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* @param magicalWorth Include the value of `MagicalPropertyType.Worth`, defaults to true
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*/
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getWorth(human: Human | undefined, magicalWorth?: boolean): number;
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/**
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* Checks to see if the item is in a fire/hot thing
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*/
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canBurnPlayer(): boolean;
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/**
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* Get the base defense of an item plus its magical defense stat if applicable
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*/
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getBaseDefense(): number;
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/**
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* Returns the durability of the item based on the max durability to be used as a pseudo "charge"
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*/
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getDurabilityCharge(): number;
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revertFromDoodad(doodad: Doodad): void;
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copyPropertiesFrom(fromItem: Item): void;
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getWeightCapacity(): number | undefined;
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/**
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* Returns the container weight reduction
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@@ -306,6 +319,9 @@ export default class Item extends EntityMovable<IItemDescription, ItemType, Refe
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* @returns 1 if there is no reducton or [-50% + magical storing values]
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*/
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getContainerWeightReduction(container?: IContainer | undefined): number;
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/**
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* Can the item be refined based on disassembly items and minimum getWeight tables?
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*/
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canBeRefined(): boolean;
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getProducedTemperature(): number | undefined;
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postProcessDecay(): void;
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@@ -360,7 +360,6 @@ export default class ItemManager extends EntityManager<Item, IItemRemoveOptions>
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getNPCFromInventoryContainer(containable: IContainable): NPC | undefined;
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getItemsByWeight(a: number, b: number): number;
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getItemsWeight(items: Item[]): number;
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copyProperties(toItem: Item, fromItem: Item): void;
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getCraftQualityBonus(item: Item, required?: boolean): number;
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/**
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* Returns `true` if the item type or item is filtered out from inventory/crafting/container dialogs.
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@@ -166,6 +166,10 @@ export default class Tile implements IVector4, Partial<ITileContainer>, IFieldOf
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* Opposite of isTileBlocked.
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*/
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get isOpen(): boolean;
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/**
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* Check if the tile is water or not.
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*/
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get isWater(): boolean;
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/**
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* Checks if the tile has terrain that blocks
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*/
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@@ -363,7 +367,7 @@ export default class Tile implements IVector4, Partial<ITileContainer>, IFieldOf
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getTileInDirection(direction: Direction): Tile | undefined;
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getVariation(noTileDataOffset?: boolean): number;
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tilesInRange(range: number, includeCurrentTile?: boolean): Tile[];
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openTileInRange(range: number, includeCurrentTile?: boolean): Tile | undefined;
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openTileInRange(range: number, includeCurrentTile?: boolean, excludeWater?: boolean): Tile | undefined;
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/**
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* Array version of tilesAround
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*/
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