xray16 1.0.5 → 1.0.7

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/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "xray16",
3
- "version": "1.0.5",
3
+ "version": "1.0.7",
4
4
  "author": "Neloreck",
5
5
  "repository": "https://github.com/stalker-xrts/xray-16-types",
6
6
  "private": false,
@@ -64,6 +64,9 @@ declare module "xray16" {
64
64
  public static readonly detect_anomaly: 11;
65
65
  public static readonly get_out_of_anomaly: 10;
66
66
  public static readonly property_alife: 3;
67
+ /**
68
+ * Whether object is alive.
69
+ */
67
70
  public static readonly property_alive: 0;
68
71
  public static readonly property_already_dead: 2;
69
72
  public static readonly property_anomaly: 46;
@@ -76,6 +79,9 @@ declare module "xray16" {
76
79
  public static readonly property_danger_in_direction: 39;
77
80
  public static readonly property_danger_unknown: 38;
78
81
  public static readonly property_dead: 1;
82
+ /**
83
+ * Whether object has any enemy.
84
+ */
79
85
  public static readonly property_enemy: 7;
80
86
  public static readonly property_enemy_critically_wounded: 30;
81
87
  public static readonly property_enemy_detoured: 21;
@@ -86,16 +92,30 @@ declare module "xray16" {
86
92
  public static readonly property_inside_anomaly: 47;
87
93
  public static readonly property_item_can_kill: 11;
88
94
  public static readonly property_item_to_kill: 9;
95
+ /**
96
+ * Whether object has valuable items to be looted after death.
97
+ */
89
98
  public static readonly property_items: 6;
90
99
  public static readonly property_looked_around: 44;
91
100
  public static readonly property_looked_out: 19;
101
+ /**
102
+ * Whether object should panic.
103
+ */
92
104
  public static readonly property_panic: 17;
93
105
  public static readonly property_position_holded: 20;
94
106
  public static readonly property_pure_enemy: 23;
107
+ /**
108
+ * Whether object has solved zone puzzle.
109
+ * Originally alife was different and it was end goal of each stalker.
110
+ * To solve zone puzzle stalkers collected artefacts, did quests etc.
111
+ */
95
112
  public static readonly property_puzzle_solved: 4;
96
113
  public static readonly property_ready_to_detour: 14;
97
114
  public static readonly property_ready_to_kill: 13;
98
115
  public static readonly property_script: 74;
116
+ /**
117
+ * Whether object see enemy.
118
+ */
99
119
  public static readonly property_see_enemy: 15;
100
120
  public static readonly property_smart_terrain_task: 5;
101
121
  public static readonly property_use_crouch_to_look_out: 24;
@@ -457,8 +457,23 @@ declare module "xray16" {
457
457
  map_add_object_spot(this: void, id: u16, selector: string, hint: string): void;
458
458
  map_add_object_spot_ser(this: void, id: u16, str1: string, str2: string): void;
459
459
  map_change_spot_hint(this: void, num: u16, selector: string, hint: string): void;
460
- map_has_object_spot(this: void, object_id: u16, selector: string): number;
461
- map_remove_object_spot(this: void, id: u16, selector: string): void;
460
+ /**
461
+ * Checks if object has map spot registered with provided selector.
462
+ *
463
+ * @param object_id - game object id to check map spot
464
+ * @param spot_type - map spot type (icon type to display for the object)
465
+ * @returns whether object map spot with provided selector is registered
466
+ */
467
+ map_has_object_spot(this: void, object_id: u16, spot_type: string): u16;
468
+ /**
469
+ * Remove object map spot if it exists.
470
+ * Checks if map spot is registered and then removes it in such case.
471
+ * There is no sense in checking object spot before calling removal since action will be duplicated.
472
+ *
473
+ * @param object_id - game object id to check map spot
474
+ * @param spot_type - map spot type (icon type to display for the object)
475
+ */
476
+ map_remove_object_spot(this: void, object_id: u16, spot_type: string): void;
462
477
  name<T extends string = string>(this: void): T;
463
478
  object_by_id(this: void, object_id: u16): game_object | null;
464
479
  patrol_path_exists(this: void, path_name: string): boolean;
@@ -206,7 +206,11 @@ declare module "xray16" {
206
206
  public w_string(section: string, field: string, string: string, comment?: string): void;
207
207
 
208
208
  /**
209
- * Get file name of ini file.
209
+ * Get file name and path of ini file.
210
+ *
211
+ * @example `f:\applications\steam\steamapps\common\stalker call of pripyat\gamedata\configs\misc\task_manager.ltx`
212
+ *
213
+ * @returns full path to ini file
210
214
  */
211
215
  public fname(): string;
212
216
  public set_readonly(is_readonly: boolean): void;
@@ -219,6 +219,11 @@ declare module "xray16" {
219
219
  public accessible(value: u32): boolean;
220
220
  public accessible(value1: u32, value2: boolean): void;
221
221
 
222
+ /**
223
+ * Method to iterate over game levels registered in `all.spawn`.
224
+ *
225
+ * @returns level abstract object with every iteration
226
+ */
222
227
  public levels(): LuaIterable<cse_abstract>;
223
228
  }
224
229
 
@@ -20,7 +20,14 @@ declare module "xray16" {
20
20
  public has_info(object_id: u16, info_id: string): boolean;
21
21
  public iterate_objects(cb: (this: void, object: cse_alife_object) => boolean | void): void;
22
22
  public level_id(): u32;
23
- public level_name<T extends string = string>(value: i32): T;
23
+ /**
24
+ * Method to get level name based on level ID.
25
+ * Easy way to get level is to get it by game vertex ID graph or iterate over all levels in graphs.
26
+ *
27
+ * @param level_id - ID of the level
28
+ * @returns level name based on level ID provided
29
+ */
30
+ public level_name<T extends string = string>(level_id: i32): T;
24
31
  public release(cse_abstract: cse_alife_object | null, flag: boolean): void;
25
32
  public remove_all_restrictions(value: u16, type: i32 /* enum RestrictionSpace::ERestrictorTypes */): void;
26
33
  public remove_in_restriction(monster: cse_alife_monster_abstract, value: u16): void;
@@ -923,7 +923,7 @@ declare module "xray16" {
923
923
  public section<T extends string = string>(): T;
924
924
  public see(game_object: game_object): boolean;
925
925
  public see(value: string): boolean;
926
- public sell_condition(ini_file: ini_file, value: string): void;
926
+ public sell_condition(ini_file: ini_file, section: string): void;
927
927
  public sell_condition(value1: f32, value2: f32): void;
928
928
  public set__force(vector: vector, value1: number, value2: number): void;
929
929
  public set_actor_relation_flags(value: flags32): void;
@@ -991,7 +991,7 @@ declare module "xray16" {
991
991
  public attachable_item_enabled(): boolean;
992
992
  public burer_get_force_gravi_attack(): boolean;
993
993
  public burer_get_force_anti_aim(): boolean;
994
- public buy_condition(ini_file: ini_file, value: string): void;
994
+ public buy_condition(ini_file: ini_file, section: string): void;
995
995
  public buy_condition(value1: f32, value2: f32): void;
996
996
  public change_character_reputation(value: i32): void;
997
997
  public change_goodwill(delta_goodwill: i32, to_object: game_object): void;
@@ -1002,7 +1002,13 @@ declare module "xray16" {
1002
1002
  public detail_path_type(): unknown;
1003
1003
  public disable_show_hide_sounds(value: boolean): void;
1004
1004
  public enable_anomaly(): void;
1005
- public enable_attachable_item(value: boolean): void;
1005
+ /**
1006
+ * Method for inventory items to set them enabled / disabled for stalkers.
1007
+ * As result, medkit or detector can be activated by stalker.
1008
+ *
1009
+ * @param is_enabled - whether item should be enabled for usage by owning object
1010
+ */
1011
+ public enable_attachable_item(is_enabled: boolean): void;
1006
1012
  public enable_talk(): void;
1007
1013
  public enable_trade(): void;
1008
1014
  public enable_vision(value: boolean): void;
@@ -1137,6 +1143,12 @@ declare module "xray16" {
1137
1143
  public set_smart_cover_target_fire_no_lookout(): unknown;
1138
1144
  public set_sound_mask(value: u32): void;
1139
1145
  public set_start_dialog(value: string): void;
1146
+ /**
1147
+ * Set tip text when actor is near and hovering aim over target.
1148
+ * As example, `talk`, `loot` and other kind of labels is possible when using this method.
1149
+ *
1150
+ * @param text - text to set as tip
1151
+ */
1140
1152
  public set_tip_text(text: string): void;
1141
1153
  public set_tip_text_default(): void;
1142
1154
  public set_trader_global_anim(value: string): void;
@@ -1217,8 +1229,16 @@ declare module "xray16" {
1217
1229
  public command(entity_action: entity_action, is_high_priority: boolean): void;
1218
1230
  public hit(hit: hit): void;
1219
1231
  public inactualize_patrol_path(): void;
1232
+ /**
1233
+ * Iterate over game object inventory.
1234
+ * Runs supplied callback for each item in inventory of the object.
1235
+ * If callback returns `true`, the cycle breaks.
1236
+ *
1237
+ * @param cb - callback to run for each item
1238
+ * @param object - target object to run callback for (actually unused by the engine)
1239
+ */
1220
1240
  public iterate_inventory(
1221
- cb: (this: void, owner: game_object, item: game_object) => void,
1241
+ cb: (this: void, owner: game_object, item: game_object) => void | boolean,
1222
1242
  object: game_object
1223
1243
  ): void;
1224
1244
  public movement_enabled(): boolean;
@@ -238,7 +238,7 @@ declare module "xray16" {
238
238
  public g_group(): u8;
239
239
  public g_squad(): u8;
240
240
  public o_torso(): rotation;
241
- public on_death(killer: cse_alife_creature_abstract): void;
241
+ public on_death(killer: cse_alife_object): void;
242
242
  public smart_terrain_id(): u16;
243
243
  public kill(): void;
244
244
  public force_set_goodwill(goodwill: number, npc_id: number): void;