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
@@ -1,135 +0,0 @@
1
- declare module "xray16" {
2
- /**
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- * Game graph vertex binding.
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- *
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- * @source C++ class GameGraph__CVertex
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- * @customConstructor GameGraph__CVertex
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- * @group xr_graph
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- *
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- * @remarks
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- * Engine-owned descriptor returned by {@link CGameGraph.vertex}. Keep it as a short-lived view of graph data,
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- * not as persistent game state.
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- */
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- export class GameGraph__CVertex extends EngineBinding {
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- /**
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- * Engine-created game-graph vertex descriptor.
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- */
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- protected constructor();
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-
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- /**
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- * Get the level-graph vertex this game-graph point maps to.
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- *
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- * @returns Level vertex id inside the owning level.
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- */
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- public level_vertex_id(): u32;
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-
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- /**
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- * Get the id of the level that owns this graph point.
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- *
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- * @returns Level id.
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- */
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- public level_id(): u8;
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-
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- /**
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- * Get this point position in global game space.
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- *
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- * @returns Game-space position.
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- */
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- public game_point(): vector;
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-
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- /**
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- * Get this point position in its level.
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- *
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- * @returns Level-space position.
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- */
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- public level_point(): vector;
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- }
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-
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- /**
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- * Game graph access binding.
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- *
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- * @source C++ class CGameGraph
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- * @customConstructor CGameGraph
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- * @group xr_graph
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- *
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- * @remarks
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- * Represents the global AI game graph. Validate ids before resolving vertices, and restore accessibility changes
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- * when they are only needed temporarily.
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- */
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- export class CGameGraph {
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- /**
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- * Check whether a game-graph vertex id exists.
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- *
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- * @param vertexId - Game-graph vertex id.
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- * @returns Whether the id can be used with graph methods.
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- */
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- public valid_vertex_id(vertexId: u32): boolean;
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-
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- /**
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- * Get a game-graph vertex by id.
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- *
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- * @remarks
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- * Call {@link CGameGraph.valid_vertex_id} first. Native code expects a valid id and can fail hard on invalid
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- * graph references.
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- *
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- * @param vertexId - Game-graph vertex id.
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- * @returns Graph vertex descriptor.
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- */
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- public vertex(vertexId: u32): GameGraph__CVertex;
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-
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- /**
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- * Resolve a graph vertex back to its id.
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- *
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- * @remarks
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- * Pass only vertices returned by this graph instance.
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- *
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- * @param vertex - Vertex returned by {@link CGameGraph.vertex}.
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- * @returns Game-graph vertex id.
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- */
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- public vertex_id(vertex: GameGraph__CVertex): u16;
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-
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- /**
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- * Check whether a game-graph vertex can be used for AI travel.
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- *
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- * @remarks
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- * This is pathing accessibility, not whether the vertex exists.
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- *
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- * @param vertexId - Game-graph vertex id.
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- * @returns Whether the vertex is currently accessible.
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- */
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- public accessible(vertexId: u32): boolean;
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-
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- /**
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- * Mark a game-graph vertex as accessible or blocked.
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- *
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- * @remarks
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- * Blocking vertices affects AI travel through the game graph. Prefer narrow, reversible changes.
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- *
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- * @param vertexId - Game-graph vertex id.
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- * @param value - New accessibility state.
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- */
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- public accessible(vertexId: u32, value: boolean): void;
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-
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- /**
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- * Iterate over game levels registered in `all.spawn`.
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- *
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- * @remarks
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- * Iterates graph-level descriptors, not currently loaded level objects.
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- *
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- * @returns Level object on every iteration.
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- */
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- public levels(): LuaIterable<cse_abstract>;
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- }
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-
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- /**
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- * Get the global game graph used by AI navigation.
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- *
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- * @group xr_graph
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- *
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- * @remarks
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- * Available after the engine has loaded AI graph data.
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- *
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- * @returns Game graph singleton.
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- */
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- export function game_graph(this: void): CGameGraph;
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- }
@@ -1,384 +0,0 @@
1
- import type { Nullable } from "../internal";
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-
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- declare module "xray16" {
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- /**
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- * Base memory record with timing information.
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- *
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- * @source C++ class memory_object
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- * @customConstructor memory_object
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- * @group xr_memory
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- *
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- * @remarks
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- * Memory records are snapshots owned by the AI memory managers. Treat them as short-lived views of current memory
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- * state.
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- */
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- export class memory_object extends EngineBinding {
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- /**
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- * Previous level time recorded for this memory entry.
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- */
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- public readonly last_level_time: u32;
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-
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- /**
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- * Level time when this memory entry was last updated.
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- */
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- public readonly level_time: u32;
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-
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- /**
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- * Engine-created memory record.
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- */
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- protected constructor();
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- }
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-
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- /**
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- * Memory record that points to a living entity.
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- *
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- * @source C++ class entity_memory_object : memory_object
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- * @customConstructor entity_memory_object
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- * @group xr_memory
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- *
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- * @remarks
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- * Used for entity-alive memories such as hit records.
41
- */
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- export class entity_memory_object extends memory_object {
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- /**
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- * Snapshot of the remembered entity.
45
- */
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- public readonly object_info: object_params;
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-
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- /**
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- * Snapshot of the object that owns this memory.
50
- */
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- public readonly self_info: object_params;
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-
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- /**
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- * Engine-created entity memory record.
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- */
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- protected constructor();
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-
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- /**
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- * Get the remembered entity.
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- *
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- * @remarks
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- * The binding expects the native memory record to still point to a live object.
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- *
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- * @returns Remembered game object.
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- */
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- public object(): game_object;
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- }
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-
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- /**
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- * Position and level-vertex snapshot for a remembered object.
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- *
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- * @source C++ class object_params
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- * @customConstructor object_params
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- * @group xr_memory
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- *
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- * @remarks
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- * Filled from the object's AI location and center position at the moment the memory record was updated.
78
- */
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- export class object_params {
80
- /**
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- * Level graph vertex recorded for the object.
82
- */
83
- public level_vertex: u32;
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-
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- /**
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- * World position recorded for the object.
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- */
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- public position: vector;
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-
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- /**
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- * Engine-created object memory snapshot.
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- */
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- private constructor();
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- }
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-
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- /**
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- * Memory record for a hit received by an entity.
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- *
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- * @source C++ class hit_memory_object : entity_memory_object
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- * @customConstructor hit_memory_object
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- * @group xr_memory
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- *
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- * @remarks
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- * Exposed through stalker/monster hit memory. The direction and amount describe the remembered hit, not the current
105
- * object state.
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- */
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- export class hit_memory_object extends entity_memory_object {
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- /**
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- * Hit power remembered by AI.
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- */
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- public readonly amount: f32;
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-
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- /**
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- * Bone that received the hit.
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- */
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- public readonly bone_index: u16;
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-
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- /**
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- * Hit direction.
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- */
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- public readonly direction: vector;
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-
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- /**
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- * Engine-created hit memory record.
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- */
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- protected constructor();
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- }
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-
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- /**
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- * Memory record that points to a game object.
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- *
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- * @source C++ class game_memory_object : memory_object
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- * @customConstructor game_memory_object
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- * @group xr_memory
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- *
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- * @remarks
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- * Used for visual and sound memories of game objects.
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- */
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- export class game_memory_object extends memory_object {
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- /**
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- * Snapshot of the remembered object.
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- */
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- public readonly object_info: object_params;
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-
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- /**
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- * Snapshot of the object that owns this memory.
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- */
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- public readonly self_info: object_params;
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-
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- /**
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- * Get the remembered object.
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- *
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- * @remarks
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- * The binding expects the native memory record to still point to a live object.
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- *
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- * @returns Remembered game object.
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- */
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- public object(): game_object;
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-
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- /**
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- * Engine-created game object memory record.
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- */
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- protected constructor();
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- }
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-
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- /**
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- * Visual memory candidate that has not become fully visible yet.
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- *
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- * @source C++ class not_yet_visible_object
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- * @customConstructor not_yet_visible_object
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- * @group xr_memory
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- *
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- * @remarks
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- * Created by the visual memory manager while an object is accumulating visibility but has not entered full visual
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- * memory.
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- */
177
- export class not_yet_visible_object extends EngineBinding {
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- /**
179
- * Engine-created pending visibility record.
180
- */
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- protected constructor();
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-
183
- /**
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- * Visibility score accumulated for this candidate.
185
- */
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- public value: f32;
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-
188
- /**
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- * Get the visibility candidate object.
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- *
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- * @remarks
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- * The binding expects the candidate to still point to a live object.
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- *
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- * @returns Candidate game object.
195
- */
196
- public object(): game_object;
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- }
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-
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- /**
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- * Memory record for a visible object.
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- *
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- * @source C++ class visible_memory_object
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- * @customConstructor visible_memory_object
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- * @group xr_memory
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- *
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- * @remarks
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- * Describes an object currently tracked by visual memory.
208
- */
209
- export class visible_memory_object extends game_memory_object {
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- /**
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- * Engine-created visible object record.
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- */
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- protected constructor();
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- }
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-
216
- /**
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- * Combined visible, sound, and hit memory flags for one object.
218
- *
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- * @source C++ class memory_info : visible_memory_object
220
- * @customConstructor visible_memory_object
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- * @group xr_memory
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- *
223
- * @remarks
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- * Returned by memory lookups to tell which memory channels currently have data for the object.
225
- */
226
- export class memory_info extends visible_memory_object {
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- /**
228
- * Whether hit memory is available for this object.
229
- */
230
- public readonly hit_info: boolean;
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-
232
- /**
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- * Whether sound memory is available for this object.
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- */
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- public readonly sound_info: boolean;
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-
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- /**
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- * Whether visual memory is available for this object.
239
- */
240
- public readonly visual_info: boolean;
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-
242
- /**
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- * Engine-created combined memory record.
244
- */
245
- protected constructor();
246
- }
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-
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- /**
249
- * Memory record for a heard object or sound event.
250
- *
251
- * @source C++ class sound_memory_object : game_memory_object
252
- * @customConstructor sound_memory_object
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- * @group xr_memory
254
- *
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- * @remarks
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- * Sound memory stores the object that produced or is associated with the sound plus the perceived sound type.
257
- */
258
- export class sound_memory_object extends game_memory_object {
259
- /**
260
- * Remembered sound power.
261
- */
262
- public readonly power: f32;
263
-
264
- /**
265
- * Engine-created sound memory record.
266
- */
267
- protected constructor();
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-
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- /**
270
- * Get the engine sound type id.
271
- *
272
- * @returns Sound type id.
273
- */
274
- public type(): i32;
275
- }
276
-
277
- /**
278
- * AI danger event remembered by an object.
279
- *
280
- * @source C++ class danger_object
281
- * @customConstructor danger_object
282
- * @group xr_memory
283
- *
284
- * @remarks
285
- * Danger memory can represent visual, sound, or hit perception. Unlike other memory records, its source object can
286
- * be absent.
287
- */
288
- export class danger_object {
289
- /**
290
- * Engine enum value for `danger_object.attack_sound`.
291
- */
292
- public static attack_sound: 1;
293
- /**
294
- * Engine enum value for `danger_object.attacked`.
295
- */
296
- public static attacked: 5;
297
- /**
298
- * Engine enum value for `danger_object.bullet_ricochet`.
299
- */
300
- public static bullet_ricochet: 0;
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- /**
302
- * Engine enum value for `danger_object.enemy_sound`.
303
- */
304
- public static enemy_sound: 7;
305
- /**
306
- * Engine enum value for `danger_object.entity_attacked`.
307
- */
308
- public static entity_attacked: 2;
309
- /**
310
- * Engine enum value for `danger_object.entity_corpse`.
311
- */
312
- public static entity_corpse: 4;
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- /**
314
- * Engine enum value for `danger_object.entity_death`.
315
- */
316
- public static entity_death: 3;
317
- /**
318
- * Engine enum value for `danger_object.grenade`.
319
- */
320
- public static grenade: 6;
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- /**
322
- * Engine enum value for `danger_object.hit`.
323
- */
324
- public static hit: 2;
325
- /**
326
- * Engine enum value for `danger_object.sound`.
327
- */
328
- public static sound: 1;
329
- /**
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- * Engine enum value for `danger_object.visual`.
331
- */
332
- public static visual: 0;
333
-
334
- /**
335
- * @returns Danger type.
336
- */
337
- public type(): TXR_danger_object;
338
-
339
- /**
340
- * @returns Game time when the danger was registered.
341
- */
342
- public time(): u32;
343
-
344
- /**
345
- * @returns Danger position.
346
- */
347
- public position(): vector;
348
-
349
- /**
350
- * Get the danger source object.
351
- *
352
- * @remarks
353
- * Returns `null` when the danger was stored without a living entity source.
354
- *
355
- * @returns Source object, or `null` when the source is not a game object.
356
- */
357
- public object(): Nullable<game_object>;
358
-
359
- /**
360
- * @returns How the danger was perceived.
361
- */
362
- public perceive_type(): number; /* CDangerObject::EDangerPerceiveType */
363
-
364
- /**
365
- * Get the object attached to this danger event.
366
- *
367
- * @remarks
368
- * Returns `null` when there is no dependent object, or when the dependent native object is not a game object.
369
- *
370
- * @returns Dependent object, or `null` when there is none.
371
- */
372
- public dependent_object(): Nullable<game_object>;
373
- }
374
-
375
- /**
376
- * @group xr_memory
377
- */
378
- export type TXR_danger_objects = typeof danger_object;
379
-
380
- /**
381
- * @group xr_memory
382
- */
383
- export type TXR_danger_object = EnumeratedStaticsValues<TXR_danger_objects>;
384
- }