xray16 1.6.0 → 1.6.1

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Files changed (53) hide show
  1. package/package.json +12 -6
  2. package/xray16.d.ts +30847 -0
  3. package/types/index.d.ts +0 -55
  4. package/types/internal.d.ts +0 -6
  5. package/types/xr_ai/xr_action.d.ts +0 -1803
  6. package/types/xr_ai/xr_alife.d.ts +0 -1872
  7. package/types/xr_ai/xr_enemy_evaluation.d.ts +0 -134
  8. package/types/xr_ai/xr_goap.d.ts +0 -1118
  9. package/types/xr_ai/xr_graph.d.ts +0 -135
  10. package/types/xr_ai/xr_memory.d.ts +0 -384
  11. package/types/xr_lib/xr_animation.d.ts +0 -252
  12. package/types/xr_lib/xr_bitwise.d.ts +0 -44
  13. package/types/xr_lib/xr_color.d.ts +0 -142
  14. package/types/xr_lib/xr_debug.d.ts +0 -183
  15. package/types/xr_lib/xr_dialog.d.ts +0 -132
  16. package/types/xr_lib/xr_flags.d.ts +0 -592
  17. package/types/xr_lib/xr_fs.d.ts +0 -617
  18. package/types/xr_lib/xr_game.d.ts +0 -362
  19. package/types/xr_lib/xr_hit.d.ts +0 -127
  20. package/types/xr_lib/xr_ini.d.ts +0 -475
  21. package/types/xr_lib/xr_level.d.ts +0 -797
  22. package/types/xr_lib/xr_luabind.d.ts +0 -90
  23. package/types/xr_lib/xr_map.d.ts +0 -194
  24. package/types/xr_lib/xr_math.d.ts +0 -871
  25. package/types/xr_lib/xr_multiplayer.d.ts +0 -1081
  26. package/types/xr_lib/xr_profile.d.ts +0 -272
  27. package/types/xr_lib/xr_properties.d.ts +0 -612
  28. package/types/xr_lib/xr_relation.d.ts +0 -231
  29. package/types/xr_lib/xr_render.d.ts +0 -167
  30. package/types/xr_lib/xr_save.d.ts +0 -835
  31. package/types/xr_lib/xr_sound.d.ts +0 -517
  32. package/types/xr_lib/xr_stats.ts +0 -51
  33. package/types/xr_lib/xr_task.d.ts +0 -390
  34. package/types/xr_lib/xr_time.d.ts +0 -177
  35. package/types/xr_lib/xr_type.d.ts +0 -70
  36. package/types/xr_object/client/xr_anomaly.d.ts +0 -70
  37. package/types/xr_object/client/xr_artefact.d.ts +0 -153
  38. package/types/xr_object/client/xr_client_object.d.ts +0 -207
  39. package/types/xr_object/client/xr_creature.d.ts +0 -243
  40. package/types/xr_object/client/xr_item.d.ts +0 -370
  41. package/types/xr_object/client/xr_level.d.ts +0 -755
  42. package/types/xr_object/client/xr_physic.d.ts +0 -644
  43. package/types/xr_object/client/xr_zone.d.ts +0 -85
  44. package/types/xr_object/script/xr_script_interface.d.ts +0 -1142
  45. package/types/xr_object/script/xr_script_object.d.ts +0 -5702
  46. package/types/xr_object/script/xr_script_trade.d.ts +0 -51
  47. package/types/xr_object/server/xr_server_object.d.ts +0 -1488
  48. package/types/xr_ui/xr_ui_asset.d.ts +0 -364
  49. package/types/xr_ui/xr_ui_core.d.ts +0 -426
  50. package/types/xr_ui/xr_ui_event.d.ts +0 -1449
  51. package/types/xr_ui/xr_ui_interface.d.ts +0 -2449
  52. package/types/xr_ui/xr_ui_menu.d.ts +0 -401
  53. package/types/xrf_plugin.d.ts +0 -111
@@ -1,362 +0,0 @@
1
- declare module "xray16" {
2
- /**
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- * Bitmask values returned by `level.game_id()`.
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- *
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- * Enumeration with possible game types:
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- * - eGameIDNoGame = u32(0),
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- * - eGameIDSingle = u32(1) << 0,
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- * - eGameIDDeathmatch = u32(1) << 1,
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- * - eGameIDTeamDeathmatch = u32(1) << 2,
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- * - eGameIDArtefactHunt = u32(1) << 3,
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- * - eGameIDCaptureTheArtefact = u32(1) << 4,
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- * - eGameIDDominationZone = u32(1) << 5,
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- * - eGameIDTeamDominationZone = u32(1) << 6,.
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- *
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- * @source C++ enum EGameIDs
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- * @group xr_game
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- */
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- export type TXR_EGameID = 0 | 1 | 2 | 8 | 16 | 32 | 64;
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-
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- /**
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- * Game type constants used by menu and multiplayer scripts.
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- *
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- * @source C++ class GAME_TYPE
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- * @customConstructor GAME_TYPE
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- * @group xr_game
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- */
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- export class GAME_TYPE {
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- /**
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- * Engine enum value for `GAME_TYPE.eGameIDArtefactHunt`.
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- */
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- public static readonly eGameIDArtefactHunt: 8;
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- /**
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- * Engine enum value for `GAME_TYPE.eGameIDCaptureTheArtefact`.
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- */
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- public static readonly eGameIDCaptureTheArtefact: 16;
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- /**
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- * Engine enum value for `GAME_TYPE.eGameIDDeathmatch`.
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- */
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- public static readonly eGameIDDeathmatch: 2;
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- /**
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- * Engine enum value for `GAME_TYPE.eGameIDTeamDeathmatch`.
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- */
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- public static readonly eGameIDTeamDeathmatch: 4;
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-
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- /**
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- * Engine enum value for `GAME_TYPE.GAME_UNKNOWN`.
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- */
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- public static readonly GAME_UNKNOWN: -1;
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- /**
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- * Engine enum value for `GAME_TYPE.GAME_ANY`.
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- */
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- public static readonly GAME_ANY: 0;
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- /**
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- * Engine enum value for `GAME_TYPE.GAME_SINGLE`.
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- */
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- public static readonly GAME_SINGLE: 1;
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- /**
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- * Engine enum value for `GAME_TYPE.GAME_DEATHMATCH`.
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- */
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- public static readonly GAME_DEATHMATCH: 2;
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-
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- /**
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- * Engine enum value for `GAME_TYPE.GAME_CS`.
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- */
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- public static readonly GAME_CS: 5;
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-
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- /**
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- * Engine enum value for `GAME_TYPE.GAME_TEAMDEATHMATCH`.
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- */
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- public static readonly GAME_TEAMDEATHMATCH: 6;
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-
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- /**
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- * Engine enum value for `GAME_TYPE.GAME_ARTEFACTHUNT`.
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- */
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- public static readonly GAME_ARTEFACTHUNT: 7;
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-
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- /**
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- * Engine enum value for `GAME_TYPE.GAME_CAPTURETHEARTEFACT`.
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- */
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- public static readonly GAME_CAPTURETHEARTEFACT: 8;
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-
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- /**
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- * Engine enum value for `GAME_TYPE.GAME_DUMMY`.
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- */
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- public static readonly GAME_DUMMY: 255; // Temporary g
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- }
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-
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- /**
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- * @group xr_game
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- */
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- type TXR_GAME_TYPE = EnumeratedStaticsValues<typeof GAME_TYPE>;
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-
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- /**
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- * Single-player difficulty constants.
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- *
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- * @source C++ class game_difficulty
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- * @customConstructor game_difficulty
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- * @group xr_game
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- */
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- export class game_difficulty {
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- /**
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- * Engine enum value for `game_difficulty.novice`.
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- */
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- public static readonly novice: 0;
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- /**
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- * Engine enum value for `game_difficulty.stalker`.
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- */
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- public static readonly stalker: 1;
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- /**
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- * Engine enum value for `game_difficulty.veteran`.
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- */
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- public static readonly veteran: 2;
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- /**
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- * Engine enum value for `game_difficulty.master`.
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- */
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- public static readonly master: 3;
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- }
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-
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- /**
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- * @group xr_game
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- */
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- export type TXR_game_difficulty_name = EnumeratedStaticsKeys<typeof game_difficulty>;
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-
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- /**
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- * @group xr_game
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- */
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- export type TXR_game_difficulty = EnumeratedStaticsValues<typeof game_difficulty>;
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-
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- /**
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- * Global helpers exposed by the engine `game` namespace.
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- *
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- * @source namespace game
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- * @group xr_game
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- */
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- export interface IXR_game {
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- /**
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- * Create a new game time value.
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- *
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- * @remarks
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- * This is the same constructor exported as `CTime`.
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- *
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- * @returns Empty `CTime` instance.
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- */
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- CTime: (this: void) => CTime;
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-
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- /**
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- * Resolve a string table key for the current language.
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- *
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- * @since OpenXRay 2022-08-09, a2d264fc, PR #1032
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- *
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- * @param translation_key - String table key to translate.
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- * @returns Localized text or the fallback string from the string table.
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- */
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- translate_string(this: void, translation_key: string): string;
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-
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- /**
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- * Get current in-game time as seconds.
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- *
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- * @remarks
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- * Returns the low 32 bits of the current game time counter.
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- *
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- * @returns Game time counter.
163
- */
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- time(this: void): u32;
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-
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- /**
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- * Reload string table data for the active language.
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- *
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- * @since OpenXRay 2022-08-09, a2d264fc, PR #1032
170
- */
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- reload_language(this: void): void;
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-
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- /**
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- * Get current in-game calendar time.
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- *
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- * @remarks
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- * Uses ALife game time when ALife is available, otherwise falls back to the current level game time.
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- *
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- * @returns Current game time value.
180
- */
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- get_game_time(this: void): CTime;
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-
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- /**
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- * Write the current native stack trace to the engine log.
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- *
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- * @since OpenXRay 2022-08-09, a2d264fc, PR #1032
187
- */
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- log_stack_trace(this: void): void;
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-
190
- /**
191
- * Move the actor to another level by level name.
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- *
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- * @since OpenXRay 2014-12-27, c82669625
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- *
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- * @remarks
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- * If the level name is not present in the game graph, the engine logs a script error and leaves the actor in the
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- * current level.
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- *
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- * @param level_name - Target level name from the game graph.
200
- */
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- jump_to_level(this: void, level_name: string): void;
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-
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- /**
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- * Move the actor to another level graph point.
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- *
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- * @since OpenXRay 2014-12-27, c82669625
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- *
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- * @param position - Target position.
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- * @param level_vertex_id - Target level vertex.
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- * @param game_vertex_id - Target game graph vertex.
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- */
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- jump_to_level(this: void, position: vector, level_vertex_id: u32, game_vertex_id: u16): void;
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-
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- /**
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- * Move the actor to another level graph point and face a direction.
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- *
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- * @since OpenXRay 2014-12-27, c82669625
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- *
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- * @param position - Target position.
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- * @param level_vertex_id - Target level vertex.
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- * @param game_vertex_id - Target game graph vertex.
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- * @param direction - Actor direction after the jump.
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- */
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- jump_to_level(this: void, position: vector, level_vertex_id: u32, game_vertex_id: u16, direction: vector): void;
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-
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- /**
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- * Start an in-game tutorial sequence.
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- *
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- * @remarks
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- * Does nothing while the load screen is active. Starting a second tutorial stores the previous one as the fallback
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- * input receiver.
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- *
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- * @param tutorial_id - Tutorial identifier.
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- */
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- start_tutorial(this: void, tutorial_id: string): void;
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-
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- /**
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- * Check whether a tutorial is currently active.
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- *
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- * @returns Whether any tutorial is active.
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- */
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- has_active_tutorial(this: void): boolean;
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-
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- /**
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- * Get the active tutorial identifier.
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- *
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- * @since OpenXRay 2022-08-09, a2d264fc, PR #1032
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- *
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- * @remarks
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- * Call only after `has_active_tutorial()` returns `true`; the binding dereferences the active tutorial directly.
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- *
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- * @returns Active tutorial name.
253
- */
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- active_tutorial_name(this: void): string;
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-
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- /**
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- * Stop the active tutorial sequence.
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- */
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- stop_tutorial(this: void): void;
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- }
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-
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- /**
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- * Global engine `game` namespace.
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- *
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- * @group xr_game
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- */
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- export const game: IXR_game;
268
-
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- /**
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- * Check whether dynamic music setting is enabled.
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- * Dynamic music starts playing different kind of ambient sounds in actor combat.
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- *
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- * @group xr_game
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- *
275
- * @returns Is dynamic music allowed in game settings.
276
- */
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- export function IsDynamicMusic(this: void): boolean;
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-
279
- /**
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- * Whether auto-save on important checkpoints option is turned on.
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- *
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- * @group xr_game
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- *
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- * @returns Whether important saves are enabled.
285
- */
286
- export function IsImportantSave(this: void): boolean;
287
-
288
- /**
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- * Check whether the active game mode is single-player.
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- *
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- * @group xr_game
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- *
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- * @returns Whether the current game type is single-player.
294
- */
295
- export function IsGameTypeSingle(this: void): boolean;
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-
297
- /**
298
- * Check whether the in-game editor is active.
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- *
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- * @group xr_game
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- *
302
- * @returns Whether the editor is currently enabled.
303
- */
304
- export function editor(this: void): boolean;
305
-
306
- /**
307
- * Set the actor start position used by level transition logic.
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- *
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- * @since OpenXRay 2022-08-22, 33f6da05, PR #1006
310
- *
311
- * @group xr_game
312
- * @remarks
313
- * Updates the global start position consumed by ALife level-transition code.
314
- *
315
- * @param position - Target start position.
316
- */
317
- export function set_start_position(this: void, position: vector): void;
318
-
319
- /**
320
- * Set the actor start game graph vertex.
321
- *
322
- * @since OpenXRay 2022-08-22, 33f6da05, PR #1006
323
- *
324
- * @group xr_game
325
- *
326
- * @remarks
327
- * Updates the global start game vertex consumed by ALife level-transition code.
328
- *
329
- * @param game_vertex_id - Target game graph vertex.
330
- */
331
- export function set_start_game_vertex_id(this: void, game_vertex_id: i32): void;
332
-
333
- /**
334
- * Check whether the process has enough address space for the current game.
335
- *
336
- * @group xr_game
337
- *
338
- * @remarks
339
- * On non-Windows builds this always returns `true`.
340
- *
341
- * @returns Whether available address space is sufficient.
342
- */
343
- export function is_enough_address_space_available(this: void): boolean;
344
-
345
- /**
346
- * Ask the engine to verify that its watched thread is still running.
347
- *
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- * @group xr_game
349
- *
350
- * @throws If called outside the active Lua thread.
351
- */
352
- export function verify_if_thread_is_running(this: void): void;
353
-
354
- /**
355
- * Get server object serialization version used by scripts.
356
- *
357
- * @group xr_game
358
- *
359
- * @returns Script server object version.
360
- */
361
- export function script_server_object_version(this: void): u16;
362
- }
@@ -1,127 +0,0 @@
1
- import type { Nullable } from "../internal";
2
-
3
- declare module "xray16" {
4
- /**
5
- * Hit packet that can be sent to game objects.
6
- *
7
- * @source C++ class hit
8
- * @customConstructor hit
9
- * @group xr_hit
10
- *
11
- * @remarks
12
- * A new hit defaults to wound damage with power `100`, impulse `100`, direction `(1, 0, 0)`, and no draftsman.
13
- */
14
- export class hit {
15
- /**
16
- * Engine enum value for `hit.burn`.
17
- */
18
- public static readonly burn = 0;
19
- /**
20
- * Engine enum value for `hit.chemical_burn`.
21
- */
22
- public static readonly chemical_burn = 2;
23
- /**
24
- * Engine enum value for `hit.dummy`.
25
- */
26
- public static readonly dummy = 12;
27
- /**
28
- * Engine enum value for `hit.explosion`.
29
- */
30
- public static readonly explosion = 7;
31
- /**
32
- * Engine enum value for `hit.fire_wound`.
33
- */
34
- public static readonly fire_wound = 8;
35
- /**
36
- * Engine enum value for `hit.light_burn`.
37
- */
38
- public static readonly light_burn = 11;
39
- /**
40
- * Engine enum value for `hit.physic_strike`.
41
- */
42
- public static readonly physic_strike = 10;
43
- /**
44
- * Engine enum value for `hit.radiation`.
45
- */
46
- public static readonly radiation = 3;
47
- /**
48
- * Engine enum value for `hit.shock`.
49
- */
50
- public static readonly shock = 1;
51
- /**
52
- * Engine enum value for `hit.strike`.
53
- */
54
- public static readonly strike = 5;
55
- /**
56
- * Engine enum value for `hit.telepatic`.
57
- */
58
- public static readonly telepatic = 4;
59
- /**
60
- * Engine enum value for `hit.wound`.
61
- */
62
- public static readonly wound = 6;
63
-
64
- /**
65
- * Hit direction.
66
- */
67
- public direction: vector;
68
-
69
- /**
70
- * Object that caused the hit.
71
- *
72
- * @remarks
73
- * Leave `null` for world or scripted damage that should not be attributed to a game object.
74
- */
75
- public draftsman: Nullable<game_object>;
76
-
77
- /**
78
- * Physics impulse applied with the hit.
79
- */
80
- public impulse: f32;
81
-
82
- /**
83
- * Hit damage power.
84
- */
85
- public power: f32;
86
-
87
- /**
88
- * Hit damage type.
89
- */
90
- public type: TXR_hit_type;
91
-
92
- /**
93
- * Create an empty hit packet.
94
- *
95
- * @remarks
96
- * Uses the engine default values described on `hit`.
97
- */
98
- public constructor();
99
-
100
- /**
101
- * Copy an existing hit packet.
102
- *
103
- * @param hit - Source hit.
104
- */
105
- public constructor(hit: hit);
106
-
107
- /**
108
- * Target a model bone by name.
109
- *
110
- * @remarks
111
- * Stores the bone name on the hit. The receiving object resolves it against its own model.
112
- *
113
- * @param bone - Bone name used by the receiver model.
114
- */
115
- public bone(bone: string): void;
116
- }
117
-
118
- /**
119
- * @group xr_hit
120
- */
121
- export type TXR_hit_types = typeof hit;
122
-
123
- /**
124
- * @group xr_hit
125
- */
126
- export type TXR_hit_type = EnumeratedStaticsValues<TXR_hit_types>;
127
- }