@wayward/types 2.15.4-beta.dev.20260411.1 → 2.15.5-beta.dev.20260413.1
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/entity/action/usable/IUsableAction.d.ts +1 -0
- package/definitions/game/game/entity/action/usable/UsableAction.d.ts +6 -0
- package/definitions/game/game/magic/Endurance.d.ts +24 -0
- package/definitions/game/game/magic/Perpetuity.d.ts +13 -0
- package/definitions/game/language/Translation.d.ts +5 -2
- package/definitions/game/language/dictionary/UiTranslation.d.ts +770 -769
- package/definitions/hosts/shared/globals.d.ts +2 -2
- package/definitions/test/suite/unitTests/game/IslandTestUtilities.d.ts +1 -1
- package/definitions/test/suite/unitTests/game/language/Translation.spec.d.ts +13 -0
- package/definitions/test/suite/unitTests/game/ui/screen/screens/game/component/ItemComponent.spec.d.ts +13 -0
- package/package.json +1 -1
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@@ -33,6 +33,8 @@ export interface IUsableActionResolveUsingOptions {
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skipTiles?: boolean;
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/** Whether to skip filling in the `item`. Defaults to `false` */
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skipItem?: boolean;
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/** Whether to keep the already-provided `item` instead of resolving it again. */
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useProvidedItem?: boolean;
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}
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export interface IUsableActionEvents {
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preExecute(player: Player, using: IUsableActionPossibleUsing, context: IUsableActionExecutionContext): any;
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@@ -81,6 +83,7 @@ declare class UsableAction<REQUIREMENTS extends IUsableActionRequirements = IUsa
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resolveUsing(player: Player, using: IUsableActionUsing<REQUIREMENTS>, options?: IUsableActionResolveUsingOptions): Message | IUsableActionUsing<REQUIREMENTS>;
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resolveUsingOrUndefined(player: Player, using: IUsableActionUsing<REQUIREMENTS>, options?: IUsableActionResolveUsingOptions): IUsableActionUsing<REQUIREMENTS> | undefined;
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isUsable(player: Player, provided: IUsableActionUsing<REQUIREMENTS>, context: UsableActionExecutionContext | IUsableActionExecutionContext): UsableActionUsability<REQUIREMENTS>;
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private getResolvedUsability;
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isApplicable(player: Player, provided?: IUsableActionPossibleUsing, fullUsabilityCheck?: boolean, requireItem?: boolean): provided is IUsableActionUsing<REQUIREMENTS>;
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private isItemApplicable;
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private isDoodadApplicable;
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@@ -89,6 +92,9 @@ declare class UsableAction<REQUIREMENTS extends IUsableActionRequirements = IUsa
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private readonly findItemCannotUse;
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getFindItemCannotUse(): IUsableActionNotUsable[];
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getItem(player: Player, provided?: IUsableActionPossibleUsing, fullUsabilityCheck?: boolean): Item | false | undefined;
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private getProvidedItems;
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private isProvidedStackItem;
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private getProvidedItem;
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private requirementsItemFinders?;
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private getItemFinder;
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createItemFinder(player: Player, options?: IItemFinderOptions, provided?: IUsableActionPossibleUsing): ItemFinder;
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@@ -0,0 +1,24 @@
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/*!
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* Copyright 2011-2025 Unlok
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* https://www.unlok.ca
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*
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* Credits & Thanks:
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* https://www.unlok.ca/credits-thanks/
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*
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* 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:
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* https://github.com/WaywardGame/types/wiki
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*/
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interface IChanceRandom {
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chance(decimal: number): boolean;
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}
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/**
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* Normalizes endurance durability-loss chances into the effective per-event proc chance.
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* Cursed endurance uses the same magnitude as uncursed endurance, but applies an extra loss proc instead of preventing one.
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*/
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export declare function getEffectiveDurabilityLossChance(durabilityLossChance?: number): number;
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/**
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* Returns the number of durability-loss procs for a single endurance check.
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* Uncursed endurance can prevent the event entirely, while cursed endurance can add at most one extra proc.
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*/
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export declare function getDurabilityLossProcCount(random: IChanceRandom, durabilityLossChance?: number): number;
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export {};
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@@ -0,0 +1,13 @@
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/*!
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* Copyright 2011-2025 Unlok
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* https://www.unlok.ca
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*
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* Credits & Thanks:
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* https://www.unlok.ca/credits-thanks/
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*
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* 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:
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* https://github.com/WaywardGame/types/wiki
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*/
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import type { Random } from "@wayward/utilities/random/Random";
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export declare function getEffectiveDecayLossChance(decayLossChance?: number): number;
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export declare function adjustDecayLossByPerpetuity(random: Random, baseDecayLoss: number, decayLossChance?: number): number;
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@@ -213,7 +213,10 @@ declare namespace Translation {
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private translateComponent;
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private translateComponentValue;
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private resolveComponentValue;
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private
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private getHighestMagnitudeComponent;
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private getCombinedColorCandidateComponents;
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private getQualitySourceValue;
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private getHighestPriorityColorComponent;
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private getCombinedComponent;
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combined(value?: FVal, reformatter?: SupplierOr<Translation | undefined>): this;
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base(value: FVal, reformatter?: SupplierOr<Translation | undefined>): this;
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@@ -232,7 +235,7 @@ declare namespace Translation {
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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>>>;
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export function getRefreshEvents(translation: Translation): Generator<RefreshEvents>;
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export function getRefreshEvents(translation: Translation, visited?: WeakSet<object>): Generator<RefreshEvents>;
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export {};
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}
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export default Translation;
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