warscript 0.0.1-dev.ba37a78 → 0.0.1-dev.c59dd14

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.
@@ -5,9 +5,9 @@ local __TS__ArrayMap = ____lualib.__TS__ArrayMap
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  local __TS__New = ____lualib.__TS__New
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  local __TS__Class = ____lualib.__TS__Class
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  local __TS__ClassExtends = ____lualib.__TS__ClassExtends
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+ local __TS__SetDescriptor = ____lualib.__TS__SetDescriptor
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  local __TS__ArraySetLength = ____lualib.__TS__ArraySetLength
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  local __TS__InstanceOf = ____lualib.__TS__InstanceOf
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- local __TS__SetDescriptor = ____lualib.__TS__SetDescriptor
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  local __TS__ObjectDefineProperty = ____lualib.__TS__ObjectDefineProperty
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  local Set = ____lualib.Set
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  local __TS__Spread = ____lualib.__TS__Spread
@@ -92,6 +92,10 @@ local isUnitInRangeXY = IsUnitInRangeXY
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  local isUnitInRange = IsUnitInRange
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  local setResourceAmount = SetResourceAmount
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  local getResourceAmount = GetResourceAmount
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+ local getUnitWeaponRealField = BlzGetUnitWeaponRealField
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+ local setUnitWeaponRealField = BlzSetUnitWeaponRealField
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+ local getUnitWeaponStringField = BlzGetUnitWeaponStringField
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+ local setUnitWeaponStringField = BlzSetUnitWeaponStringField
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  local getUnitAbilityLevel = GetUnitAbilityLevel
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  local unitDisableAbility = BlzUnitDisableAbility
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  local unitInterruptAttack = BlzUnitInterruptAttack
@@ -387,51 +391,158 @@ local getters = {
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  return BlzGetUnitArmor(unit)
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  end
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  }
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- local weaponGetters = {
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- index = function(self, handle, index)
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- return index
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- end,
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- cooldown = function(self, handle, index)
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- return BlzGetUnitWeaponRealField(handle, UNIT_WEAPON_RF_ATTACK_BASE_COOLDOWN, index)
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- end,
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- projectileArc = function(self, handle, index)
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- return BlzGetUnitWeaponRealField(handle, UNIT_WEAPON_RF_ATTACK_PROJECTILE_ARC, index)
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- end,
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- projectileArt = function(self, handle, index)
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- return BlzGetUnitWeaponStringField(handle, UNIT_WEAPON_SF_ATTACK_PROJECTILE_ART, index)
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- end,
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- projectileSpeed = function(self, handle, index)
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- return BlzGetUnitWeaponRealField(handle, UNIT_WEAPON_RF_ATTACK_PROJECTILE_SPEED, index)
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- end,
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- attackPoint = function(self, handle, index)
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- return BlzGetUnitWeaponRealField(handle, UNIT_WEAPON_RF_ATTACK_DAMAGE_POINT, index)
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- end
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- }
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- local weaponSetters = {
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- cooldown = function(self, handle, index, value)
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- assert(BlzSetUnitWeaponRealField(handle, UNIT_WEAPON_RF_ATTACK_BASE_COOLDOWN, index, value))
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- end,
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- projectileArc = function(self, handle, index, value)
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- assert(BlzSetUnitWeaponRealField(handle, UNIT_WEAPON_RF_ATTACK_PROJECTILE_ARC, index, value))
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- end,
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- projectileArt = function(self, handle, index, value)
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- assert(BlzSetUnitWeaponStringField(handle, UNIT_WEAPON_SF_ATTACK_PROJECTILE_ART, index, value))
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- end,
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- projectileSpeed = function(self, handle, index, value)
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- assert(BlzSetUnitWeaponRealField(handle, UNIT_WEAPON_RF_ATTACK_PROJECTILE_SPEED, index, value))
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- end,
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- attackPoint = function(self, handle, index, value)
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- assert(BlzSetUnitWeaponRealField(handle, UNIT_WEAPON_RF_ATTACK_DAMAGE_POINT, index, value))
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- end
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- }
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- local weaponMetatable = {
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- __index = function(self, key)
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- return weaponGetters[key](weaponGetters, self.h, self.i)
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- end,
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- __newindex = function(self, key, value)
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- weaponSetters[key](weaponSetters, self.h, self.i, value)
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- end
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- }
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+ ____exports.UnitWeapon = __TS__Class()
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+ local UnitWeapon = ____exports.UnitWeapon
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+ UnitWeapon.name = "UnitWeapon"
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+ function UnitWeapon.prototype.____constructor(self, unit, index)
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+ self.unit = unit
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+ self.index = index
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+ end
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+ __TS__SetDescriptor(
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+ UnitWeapon.prototype,
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+ "cooldown",
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+ {
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+ get = function(self)
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+ return getUnitWeaponRealField(self.unit.handle, UNIT_WEAPON_RF_ATTACK_BASE_COOLDOWN, self.index)
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+ end,
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+ set = function(self, cooldown)
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+ setUnitWeaponRealField(self.unit.handle, UNIT_WEAPON_RF_ATTACK_BASE_COOLDOWN, self.index, cooldown)
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+ end
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+ },
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+ true
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+ )
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+ __TS__SetDescriptor(
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+ UnitWeapon.prototype,
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+ "damage",
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+ {
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+ get = function(self)
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+ local minimumDamage = self.damageBase + self.damageDiceCount
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+ local maximumDamage = self.damageBase + self.damageDiceCount * self.damageDiceSideCount
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+ return {minimumDamage, maximumDamage}
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+ end,
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+ set = function(self, ____bindingPattern0)
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+ local maximumDamage
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+ local minimumDamage
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+ minimumDamage = ____bindingPattern0[1]
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+ maximumDamage = ____bindingPattern0[2]
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+ self.damageBase = minimumDamage - 1
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+ self.damageDiceCount = 1
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+ self.damageDiceSideCount = maximumDamage - minimumDamage + 1
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+ end
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+ },
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+ true
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+ )
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+ __TS__SetDescriptor(
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+ UnitWeapon.prototype,
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+ "damageBase",
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+ {
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+ get = function(self)
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+ return BlzGetUnitBaseDamage(self.unit.handle, self.index)
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+ end,
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+ set = function(self, damageBase)
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+ BlzSetUnitBaseDamage(self.unit.handle, self.index, damageBase)
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+ end
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+ },
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+ true
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+ )
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+ __TS__SetDescriptor(
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+ UnitWeapon.prototype,
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+ "damageDiceCount",
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+ {
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+ get = function(self)
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+ return BlzGetUnitDiceNumber(self.unit.handle, self.index)
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+ end,
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+ set = function(self, damageDiceCount)
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+ BlzSetUnitDiceNumber(self.unit.handle, self.index, damageDiceCount)
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+ end
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+ },
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+ true
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+ )
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+ __TS__SetDescriptor(
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+ UnitWeapon.prototype,
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+ "damageDiceSideCount",
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+ {
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+ get = function(self)
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+ return BlzGetUnitDiceSides(self.unit.handle, self.index)
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+ end,
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+ set = function(self, damageDiceSideCount)
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+ BlzSetUnitDiceSides(self.unit.handle, self.index, damageDiceSideCount)
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+ end
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+ },
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+ true
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+ )
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+ __TS__SetDescriptor(
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+ UnitWeapon.prototype,
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+ "range",
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+ {
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+ get = function(self)
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+ return getUnitWeaponRealField(self.unit.handle, UNIT_WEAPON_RF_ATTACK_RANGE, self.index)
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+ end,
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+ set = function(self, range)
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+ local handle = self.unit.handle
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+ local index = self.index
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+ setUnitWeaponRealField(
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+ handle,
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+ UNIT_WEAPON_RF_ATTACK_RANGE,
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+ index + 1,
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+ getUnitWeaponRealField(handle, UNIT_WEAPON_RF_ATTACK_RANGE, index + 1) + (range - getUnitWeaponRealField(handle, UNIT_WEAPON_RF_ATTACK_RANGE, index))
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+ )
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+ end
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+ },
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+ true
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+ )
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+ __TS__SetDescriptor(
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+ UnitWeapon.prototype,
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+ "impactDelay",
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+ {
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+ get = function(self)
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+ return getUnitWeaponRealField(self.unit.handle, UNIT_WEAPON_RF_ATTACK_DAMAGE_POINT, self.index)
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+ end,
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+ set = function(self, impactDelay)
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+ setUnitWeaponRealField(self.unit.handle, UNIT_WEAPON_RF_ATTACK_DAMAGE_POINT, self.index, impactDelay)
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+ end
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+ },
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+ true
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+ )
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+ __TS__SetDescriptor(
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+ UnitWeapon.prototype,
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+ "missileArc",
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+ {
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+ get = function(self)
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+ return getUnitWeaponRealField(self.unit.handle, UNIT_WEAPON_RF_ATTACK_PROJECTILE_ARC, self.index)
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+ end,
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+ set = function(self, missileArc)
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+ setUnitWeaponRealField(self.unit.handle, UNIT_WEAPON_RF_ATTACK_PROJECTILE_ARC, self.index, missileArc)
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+ end
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+ },
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+ true
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+ )
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+ __TS__SetDescriptor(
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+ UnitWeapon.prototype,
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+ "missileModelPath",
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+ {
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+ get = function(self)
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+ return getUnitWeaponStringField(self.unit.handle, UNIT_WEAPON_SF_ATTACK_PROJECTILE_ART, self.index)
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+ end,
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+ set = function(self, missileModelPath)
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+ setUnitWeaponStringField(self.unit.handle, UNIT_WEAPON_SF_ATTACK_PROJECTILE_ART, self.index, missileModelPath)
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+ end
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+ },
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+ true
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+ )
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+ __TS__SetDescriptor(
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+ UnitWeapon.prototype,
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+ "missileSpeed",
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+ {
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+ get = function(self)
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+ return getUnitWeaponRealField(self.unit.handle, UNIT_WEAPON_RF_ATTACK_PROJECTILE_SPEED, self.index)
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+ end,
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+ set = function(self, missileSpeed)
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+ setUnitWeaponRealField(self.unit.handle, UNIT_WEAPON_RF_ATTACK_PROJECTILE_SPEED, self.index, missileSpeed)
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+ end
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+ },
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+ true
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+ )
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  local unitInventorySize = UnitInventorySize
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  local unitItemInSlot = UnitItemInSlot
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  local getItemAbility = BlzGetItemAbility
@@ -442,8 +553,6 @@ local getAbilityName = GetAbilityName
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  local unitAddAbility = UnitAddAbility
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  local getUnitGoldCost = GetUnitGoldCost
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  local getUnitLumberCost = GetUnitWoodCost
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- local unitMakeAbilityPermanent = UnitMakeAbilityPermanent
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- local unitAddItem = UnitAddItem
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  local unitRemoveAbility = UnitRemoveAbility
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  local function retrieveAbility(unit, ability, abilityId)
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  if ability == nil then
@@ -520,6 +629,23 @@ for ____, player in ipairs(Player.all) do
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  ShowUnit(dummy, false)
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  dummies[player] = dummy
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  end
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+ local function delayHealthChecksCallback(unit)
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+ local counter = (unit[102] or 0) - 1
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+ if counter ~= 0 then
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+ unit[102] = counter
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+ return
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+ end
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+ unit[102] = nil
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+ local healthBonus = unit[103]
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+ if healthBonus ~= nil then
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+ unit[103] = nil
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+ local handle = unit.handle
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+ BlzSetUnitMaxHP(
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+ handle,
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+ BlzGetUnitMaxHP(handle) - healthBonus
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+ )
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+ end
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+ end
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  ____exports.Unit = __TS__Class()
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  local Unit = ____exports.Unit
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  Unit.name = "Unit"
@@ -674,6 +800,10 @@ end
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  function Unit.prototype.queueAnimation(self, animation)
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  queueUnitAnimation(self.handle, animation)
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  end
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+ function Unit.prototype.delayHealthChecks(self)
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+ self[102] = (self[102] or 0) + 1
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+ Timer:run(delayHealthChecksCallback, self)
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+ end
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  function Unit.prototype.setPosition(self, x, y)
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  setUnitPosition(self.handle, x, y)
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  end
@@ -784,6 +914,9 @@ end
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  function Unit.prototype.hideAbility(self, abilityId, flag)
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  BlzUnitHideAbility(self.handle, abilityId, flag)
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  end
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+ function Unit.prototype.getAbilityRemainingCooldown(self, abilityId)
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+ return BlzGetUnitAbilityCooldownRemaining(self.handle, abilityId)
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+ end
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  function Unit.prototype.startAbilityCooldown(self, abilityId, cooldown)
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  BlzStartUnitAbilityCooldown(self.handle, abilityId, cooldown)
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  end
@@ -1071,12 +1204,27 @@ __TS__SetDescriptor(
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  Unit.prototype,
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  "weapons",
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  {get = function(self)
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- local weapons = {
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- setmetatable({h = self.handle, i = 0}, weaponMetatable),
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- setmetatable({h = self.handle, i = 1}, weaponMetatable)
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- }
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- rawset(self, "weapons", weapons)
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- return weapons
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+ return {self.firstWeapon, self.secondWeapon}
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+ end},
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+ true
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+ )
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+ __TS__SetDescriptor(
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+ Unit.prototype,
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+ "firstWeapon",
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+ {get = function(self)
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+ local weapon = __TS__New(____exports.UnitWeapon, self, 0)
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+ rawset(self, "firstWeapon", weapon)
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+ return weapon
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+ end},
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+ true
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+ )
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+ __TS__SetDescriptor(
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+ Unit.prototype,
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+ "secondWeapon",
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+ {get = function(self)
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+ local weapon = __TS__New(____exports.UnitWeapon, self, 1)
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+ rawset(self, "secondWeapon", weapon)
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+ return weapon
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  end},
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  true
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  )
@@ -1233,7 +1381,7 @@ __TS__SetDescriptor(
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  "isTeamGlowVisible",
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  {
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  get = function(self)
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- return not self[103]
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+ return not self[105]
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  end,
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  set = function(self, isTeamGlowVisible)
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  showUnitTeamGlow(self.handle, isTeamGlowVisible)
@@ -1243,7 +1391,7 @@ __TS__SetDescriptor(
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  else
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  ____temp_2 = nil
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  end
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- self[103] = ____temp_2
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+ self[105] = ____temp_2
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  end
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  },
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  true
@@ -1253,7 +1401,7 @@ __TS__SetDescriptor(
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  "color",
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  {set = function(self, color)
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  setUnitColor(self.handle, color.handle)
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- if self[103] then
1404
+ if self[105] then
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  showUnitTeamGlow(self.handle, false)
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  end
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  end},
@@ -1277,10 +1425,14 @@ __TS__SetDescriptor(
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1425
  "maxHealth",
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  {
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  get = function(self)
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- return BlzGetUnitMaxHP(self.handle) - (self[102] or 0)
1428
+ return BlzGetUnitMaxHP(self.handle) - (self[103] or 0) - (self[104] or 0)
1281
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  end,
1282
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  set = function(self, maxHealth)
1283
- BlzSetUnitMaxHP(self.handle, maxHealth + (self[102] or 0))
1431
+ if maxHealth < 1 and self[102] ~= nil then
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+ self[103] = (self[103] or 0) + (1 - maxHealth)
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+ maxHealth = 1
1434
+ end
1435
+ BlzSetUnitMaxHP(self.handle, maxHealth + (self[104] or 0))
1284
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  end
1285
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  },
1286
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  true
@@ -1322,10 +1474,10 @@ __TS__SetDescriptor(
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  "health",
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  {
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  get = function(self)
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- return GetWidgetLife(self.handle) - (self[102] or 0)
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+ return GetWidgetLife(self.handle) - (self[104] or 0)
1326
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  end,
1327
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  set = function(self, health)
1328
- SetWidgetLife(self.handle, health + (self[102] or 0))
1480
+ SetWidgetLife(self.handle, health + (self[104] or 0))
1329
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  end
1330
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  },
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  true
@@ -2308,7 +2460,7 @@ Unit.onDamage = __TS__New(
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  invoke(event, source, target, evData)
2309
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  if evData[0] ~= nil and target.health - evData.amount < 0.405 then
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  local bonusHealth = math.ceil(evData.amount)
2311
- target[102] = (target[102] or 0) + bonusHealth
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+ target[104] = (target[104] or 0) + bonusHealth
2312
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  BlzSetUnitMaxHP(
2313
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  target.handle,
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  BlzGetUnitMaxHP(target.handle) + bonusHealth
@@ -2322,7 +2474,7 @@ Unit.onDamage = __TS__New(
2322
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  evData[0],
2323
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  table.unpack(evData, 1 + 1, 1 + (evData[1] or 0))
2324
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  )
2325
- target[102] = (target[102] or 0) - bonusHealth
2477
+ target[104] = (target[104] or 0) - bonusHealth
2326
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  SetWidgetLife(
2327
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  target.handle,
2328
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  GetWidgetLife(target.handle) - bonusHealth
@@ -0,0 +1,10 @@
1
+ /** @noSelfInFile */
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+ import { AbilityType, AbilityTypeId } from "../ability-type";
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+ import { ObjectDataEntryLevelFieldValueSupplier } from "../../entry";
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+ export declare class MineAbilityType extends AbilityType {
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+ static readonly BASE_ID: AbilityTypeId;
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+ get activationDelay(): number[];
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+ set activationDelay(activationDelay: ObjectDataEntryLevelFieldValueSupplier<number>);
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+ get invisibilityDelay(): number[];
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+ set invisibilityDelay(invisibilityDelay: ObjectDataEntryLevelFieldValueSupplier<number>);
10
+ }
@@ -0,0 +1,39 @@
1
+ local ____lualib = require("lualib_bundle")
2
+ local __TS__Class = ____lualib.__TS__Class
3
+ local __TS__ClassExtends = ____lualib.__TS__ClassExtends
4
+ local __TS__SetDescriptor = ____lualib.__TS__SetDescriptor
5
+ local ____exports = {}
6
+ local ____ability_2Dtype = require("engine.object-data.entry.ability-type")
7
+ local AbilityType = ____ability_2Dtype.AbilityType
8
+ ____exports.MineAbilityType = __TS__Class()
9
+ local MineAbilityType = ____exports.MineAbilityType
10
+ MineAbilityType.name = "MineAbilityType"
11
+ __TS__ClassExtends(MineAbilityType, AbilityType)
12
+ MineAbilityType.BASE_ID = fourCC("Amin")
13
+ __TS__SetDescriptor(
14
+ MineAbilityType.prototype,
15
+ "activationDelay",
16
+ {
17
+ get = function(self)
18
+ return self:getNumberLevelField("Min1")
19
+ end,
20
+ set = function(self, activationDelay)
21
+ self:setNumberLevelField("Min1", activationDelay)
22
+ end
23
+ },
24
+ true
25
+ )
26
+ __TS__SetDescriptor(
27
+ MineAbilityType.prototype,
28
+ "invisibilityDelay",
29
+ {
30
+ get = function(self)
31
+ return self:getNumberLevelField("Min2")
32
+ end,
33
+ set = function(self, invisibilityDelay)
34
+ self:setNumberLevelField("Min2", invisibilityDelay)
35
+ end
36
+ },
37
+ true
38
+ )
39
+ return ____exports
@@ -7,8 +7,8 @@ export declare class SpiritTouchAbilityType extends AbilityType {
7
7
  set manaGain(manaGain: ObjectDataEntryLevelFieldValueSupplier<number>);
8
8
  get manaRequirement(): number[];
9
9
  set manaRequirement(manaRequirement: ObjectDataEntryLevelFieldValueSupplier<number>);
10
- get maximumTargetCount(): number[];
11
- set maximumTargetCount(maximumTargetCount: ObjectDataEntryLevelFieldValueSupplier<number>);
12
10
  get maximumManaCostFactor(): number[];
13
11
  set maximumManaCostFactor(maximumManaCostFactor: ObjectDataEntryLevelFieldValueSupplier<number>);
12
+ get maximumTargetCount(): number[];
13
+ set maximumTargetCount(maximumTargetCount: ObjectDataEntryLevelFieldValueSupplier<number>);
14
14
  }
@@ -38,26 +38,26 @@ __TS__SetDescriptor(
38
38
  )
39
39
  __TS__SetDescriptor(
40
40
  SpiritTouchAbilityType.prototype,
41
- "maximumTargetCount",
41
+ "maximumManaCostFactor",
42
42
  {
43
43
  get = function(self)
44
44
  return self:getNumberLevelField("Rpb5")
45
45
  end,
46
- set = function(self, maximumTargetCount)
47
- self:setNumberLevelField("Rpb5", maximumTargetCount)
46
+ set = function(self, maximumManaCostFactor)
47
+ self:setNumberLevelField("Rpb5", maximumManaCostFactor)
48
48
  end
49
49
  },
50
50
  true
51
51
  )
52
52
  __TS__SetDescriptor(
53
53
  SpiritTouchAbilityType.prototype,
54
- "maximumManaCostFactor",
54
+ "maximumTargetCount",
55
55
  {
56
56
  get = function(self)
57
57
  return self:getNumberLevelField("Rpb6")
58
58
  end,
59
- set = function(self, maximumManaCostFactor)
60
- self:setNumberLevelField("Rpb6", maximumManaCostFactor)
59
+ set = function(self, maximumTargetCount)
60
+ self:setNumberLevelField("Rpb6", maximumTargetCount)
61
61
  end
62
62
  },
63
63
  true
@@ -13,6 +13,7 @@ import { ObjectDataEntryIdGenerator } from "../utility/object-data-entry-id-gene
13
13
  import type { AbilityTypeId } from "./ability-type";
14
14
  import type { UpgradeId } from "./upgrade";
15
15
  import { AnimationQualifier } from "../auxiliary/animation-qualifier";
16
+ import { AttackType } from "../auxiliary/attack-type";
16
17
  export type UnitTypeId = ObjectDataEntryId & {
17
18
  readonly __unitTypeId: unique symbol;
18
19
  };
@@ -23,12 +24,26 @@ export declare class UnitTypeWeapon {
23
24
  private readonly unitType;
24
25
  private readonly index;
25
26
  private constructor();
27
+ get attackType(): AttackType;
28
+ set attackType(attackType: AttackType);
26
29
  get backSwingDuration(): number;
27
30
  set backSwingDuration(backSwingDuration: number);
31
+ get cooldown(): number;
32
+ set cooldown(cooldown: number);
33
+ get damage(): [minimumDamage: number, maximumDamage: number];
34
+ set damage([minimumDamage, maximumDamage]: [number, number]);
35
+ get damageBase(): number;
36
+ set damageBase(damageBase: number);
37
+ get damageDiceCount(): number;
38
+ set damageDiceCount(damageDiceNumber: number);
39
+ get damageDiceSideCount(): number;
40
+ set damageDiceSideCount(damageDiceSideCount: number);
28
41
  get impactDelay(): number;
29
42
  set impactDelay(impactDelay: number);
30
43
  get missileModelPath(): string;
31
44
  set missileModelPath(missileModelPath: string);
45
+ get range(): number;
46
+ set range(range: number);
32
47
  get soundType(): WeaponSoundType;
33
48
  set soundType(soundType: WeaponSoundType);
34
49
  get soundTypeSD(): WeaponSoundType;
@@ -117,6 +132,12 @@ export declare abstract class UnitType<Id extends UnitTypeId = UnitTypeId> exten
117
132
  set modelPathSD(modelPathSD: string);
118
133
  get modelPathHD(): string;
119
134
  set modelPathHD(modelPathHD: string);
135
+ get runSpeed(): number;
136
+ set runSpeed(runSpeed: number);
137
+ get runSpeedSD(): number;
138
+ set runSpeedSD(runSpeedSD: number);
139
+ get runSpeedHD(): number;
140
+ set runSpeedHD(runSpeedHD: number);
120
141
  get selectionCircleScale(): number;
121
142
  set selectionCircleScale(selectionCircleScale: number);
122
143
  get selectionCircleScaleSD(): number;
@@ -149,6 +170,12 @@ export declare abstract class UnitType<Id extends UnitTypeId = UnitTypeId> exten
149
170
  set shadowImageXOffset(shadowImageXOffset: number);
150
171
  get shadowImageYOffset(): number;
151
172
  set shadowImageYOffset(shadowImageYOffset: number);
173
+ get walkSpeed(): number;
174
+ set walkSpeed(walkSpeed: number);
175
+ get walkSpeedSD(): number;
176
+ set walkSpeedSD(walkSpeedSD: number);
177
+ get walkSpeedHD(): number;
178
+ set walkSpeedHD(walkSpeedHD: number);
152
179
  get armorSoundType(): ArmorSoundType;
153
180
  set armorSoundType(armorSoundType: ArmorSoundType);
154
181
  get armorSoundTypeSD(): ArmorSoundType;
@@ -159,9 +186,9 @@ export declare abstract class UnitType<Id extends UnitTypeId = UnitTypeId> exten
159
186
  set combatClassifications(combatClassifications: CombatClassifications);
160
187
  get unitClassifications(): UnitClassifications;
161
188
  set unitClassifications(unitClassifications: UnitClassifications);
189
+ get weapons(): TupleOf<UnitTypeWeapon, 2>;
162
190
  get firstWeapon(): UnitTypeWeapon;
163
191
  get secondWeapon(): UnitTypeWeapon;
164
- get weapons(): TupleOf<UnitTypeWeapon, 2>;
165
192
  get flyHeight(): number;
166
193
  set flyHeight(flyHeight: number);
167
194
  get flyHeightMinimum(): number;
@@ -190,6 +217,16 @@ export declare abstract class UnitType<Id extends UnitTypeId = UnitTypeId> exten
190
217
  set formationRank(formationRank: number);
191
218
  get goldCost(): number;
192
219
  set goldCost(goldCost: number);
220
+ get healthRegenerationRate(): number;
221
+ set healthRegenerationRate(healthRegenerationRate: number);
222
+ get manaRegenerationRate(): number;
223
+ set manaRegenerationRate(manaRegenerationRate: number);
224
+ get maximumHealth(): number;
225
+ set maximumHealth(maximumHealth: number);
226
+ get maximumMana(): number;
227
+ set maximumMana(maximumMana: number);
228
+ get initialMana(): number;
229
+ set initialMana(initialMana: number);
193
230
  get isStructure(): boolean;
194
231
  set isStructure(isStructure: boolean);
195
232
  get race(): Race;
@@ -215,4 +252,8 @@ export declare abstract class HeroUnitType<Id extends HeroUnitTypeId = HeroUnitT
215
252
  protected static generateId(): number;
216
253
  get heroAbilityTypeIds(): AbilityTypeId[];
217
254
  set heroAbilityTypeIds(heroAbilityTypeIds: AbilityTypeId[]);
255
+ get properNames(): string[];
256
+ set properNames(properNames: string | string[]);
257
+ get properNameCount(): number;
258
+ set properNameCount(properNameCount: number);
218
259
  }