@wayward/types 2.14.0-beta.dev.20240912.1 → 2.14.0-beta.dev.20240913.1

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@@ -303,7 +303,7 @@ export default abstract class Human<DescriptionType = unknown, TypeType extends
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  * Extinguishes all torches the player is holding of they are swimming.
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  */
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  extinguishTorchesIfSwimming(): void;
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- getRangedAccuracy(weapon: Item | undefined, ranged: IRangedInProgress | undefined, skillType: SkillType): number;
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+ getRangedAccuracy(weapon: Item | undefined, ranged: IRangedInProgress | undefined, skillType: SkillType, which?: "base" | "skill" | "calc"): number;
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  rangeAction(weapon: Item | undefined, ranged: IRangedInProgress | undefined, bonusMagicalType: MagicalPropertyType, skillType: SkillType, useMaxRange?: boolean): IRangedResolvedDistance;
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  rangeAction(weapon: Item | undefined, ranged: IRangedInProgress | undefined, bonusMagicalType: MagicalPropertyType, skillType: SkillType, useMaxRange: boolean | undefined, clientSide: true): IRangedResolvedDistance[];
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  checkForTargetInRange(towardsTile: Tile | undefined, range: number, accuracy: number | undefined, includePlayers?: boolean): IMobCheck;
@@ -56,7 +56,12 @@ declare class UsableAction<REQUIREMENTS extends IUsableActionRequirements = IUsa
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  constructor(requirements: REQUIREMENTS, definition: DEFINITION);
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  is(id?: ActionId): boolean;
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  isExecutable(): this is UsableAction<REQUIREMENTS, IUsableActionDefinitionExecutable<REQUIREMENTS>>;
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- execute(player: Player, provided: IUsableActionUsing<REQUIREMENTS>, context: UsableActionExecutionContext | IUsableActionExecutionContext): boolean;
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+ execute(player: Player, provided: IUsableActionUsing<REQUIREMENTS>, context: UsableActionExecutionContext | IUsableActionExecutionContext): {
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+ used: true;
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+ result: any;
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+ } | {
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+ used: false;
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+ };
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  resolveUsing(player: Player, using: IUsableActionUsing<REQUIREMENTS>, fillTiles?: boolean): Message | IUsableActionUsing<REQUIREMENTS>;
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  resolveUsingOrUndefined(player: Player, using: IUsableActionUsing<REQUIREMENTS>, fillTiles?: boolean): IUsableActionUsing<REQUIREMENTS> | undefined;
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  isUsable(player: Player, provided: IUsableActionUsing<REQUIREMENTS>, context: UsableActionExecutionContext | IUsableActionExecutionContext): UsableActionUsability<REQUIREMENTS>;
@@ -102,6 +107,6 @@ export interface IUsableActionFactory<REQUIREMENTS extends IUsableActionRequirem
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  }
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  declare namespace UsableAction {
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  function requiring<REQUIREMENTS1 extends IUsableActionRequirements>(requirements: REQUIREMENTS1): IUsableActionFactory<REQUIREMENTS1>;
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- function create<DEFINITION extends IUsableActionDefinition<{}>>(action: DEFINITION): UsableAction<{}, DEFINITION>;
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+ function create<DEFINITION extends IUsableActionDefinition<Empty>>(action: DEFINITION): UsableAction<Empty, DEFINITION>;
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  }
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  export default UsableAction;
@@ -427,7 +427,10 @@ export interface IInvokeUse {
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  * Defaults to 1.0 — no cooldown multiplier from theurgy skill.
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  */
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  cooldownTheurgyMultiplier?: number | IRange;
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- use(human: Human, rune: Item): any;
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+ /**
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+ * @returns The amount of success this action had, a decimal from 0-1
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+ */
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+ use(human: Human, rune: Item): number | undefined;
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  }
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  export interface IItemBuild {
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  /**
@@ -633,7 +636,7 @@ export interface IRangedDescription {
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  accuracy?: number;
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  ammunitionType?: ItemType | ItemTypeGroup | ((action: IActionApi) => ItemType | ItemTypeGroup | undefined);
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  requiredToFire?: ItemType;
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- skillType?: SkillType;
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+ skillType: SkillType;
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  unlimitedAmmunition?: boolean;
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  attackMessage?: Message;
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  particles?: IRGB | ((action: IActionApi) => IRGB | undefined);
@@ -407,7 +407,7 @@ export default class Tile implements IVector4, Partial<ITileContainer>, IFieldOf
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  /**
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  * Gets the direction from this tile to the target tile
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  */
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- getDirectionToTile(tile: Tile): Direction;
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+ getDirectionToTile(tile: Tile): Direction.Cardinal;
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  /**
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  * Gets the adjacent tile in the direction
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  */
@@ -214,8 +214,10 @@ declare namespace Translation {
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  */
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  private get relevant();
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  private skipParenthesis?;
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+ private isPercentage?;
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  constructor(base?: FVal, reformatter?: SupplierOr<Translation | undefined>);
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  noParenthesis(): this;
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+ percentage(): this;
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  translate(simple?: boolean): Translation;
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  private parenthesize;
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  private translateAndFormatComponent;
@@ -230,8 +232,14 @@ declare namespace Translation {
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  mult(value: FVal, reformatter?: SupplierOr<Translation | undefined>, alreadyIncluded?: true): this;
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  outOf(value: FVal): TranslationImpl;
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  quality(quality?: IHasQuality | SupplierOr<Quality | undefined>, value?: FVal, reformatter?: SupplierOr<Translation | undefined>, alreadyIncluded?: true): this;
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+ qualityMult(quality?: IHasQuality | SupplierOr<Quality | undefined>, value?: FVal, reformatter?: SupplierOr<Translation | undefined>, alreadyIncluded?: true): this;
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+ private _quality;
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  skill(skill?: SkillType, value?: FVal, reformatter?: SupplierOr<Translation | undefined>, alreadyIncluded?: true): this;
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+ skillMult(skill?: SkillType, value?: FVal, reformatter?: SupplierOr<Translation | undefined>, alreadyIncluded?: true): this;
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+ private _skill;
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  magic(magic?: MagicalPropertyIdentity, magical?: IHasMagic, value?: FVal, reformatter?: SupplierOr<Translation | undefined>, alreadyIncluded?: true): this;
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+ magicMult(magic?: MagicalPropertyIdentity, magical?: IHasMagic, value?: FVal, reformatter?: SupplierOr<Translation | undefined>, alreadyIncluded?: true): this;
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+ private _magic;
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  private addComponent;
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  }
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  export type RefreshEvents = Map<GameEmitterOrBus, Map<string, Set<AnyFunction<boolean> | undefined>>>;