@drincs/nqtr
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A complete system introducing the concepts of location, time and event, producing the framework of a not-quite-point-and-click adventure game.
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text/typescript
import { C as CommitmentInterface } from '../RoomInterface-DURfkQ7u.mjs';
import '@drincs/nqtr';
import '@drincs/pixi-vn';
import '../interface/ActivityInterface.mjs';
import '../types/ExecutionType.mjs';
import '../interface/navigation/NavigationAbstractClass.mjs';
declare const registeredCommitments: {
[id: string]: CommitmentInterface;
};
declare const fixedCommitments: {
[id: string]: CommitmentInterface;
};
/**
* Save a commitment in the registered commitments. If the commitment already exists, it will be overwritten.
* @param commitment The commitment or commitments to save.
* @returns
*/
declare function saveCommitment(commitment: CommitmentInterface | CommitmentInterface[]): void;
/**
* Get a commitment by its id.
* @param id The id of the commitment.
* @returns The commitment or undefined if not found.
*/
declare function getCommitmentById(id: string): CommitmentInterface | undefined;
export { fixedCommitments, getCommitmentById, registeredCommitments, saveCommitment };