@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 { A as ActivityInterface, C as CommitmentInterface, L as LocationInterface, M as MapInterface, R as RoomInterface } from '../RoomInterface-8IFEPH4s.mjs';
import { Q as QuestInterface } from '../StageInterface-C1Zfcpk3.mjs';
import '@drincs/nqtr';
import '@drincs/pixi-vn';
declare namespace RegisteredActivities {
/**
* Save an activity in the registered activities. If the activity already exists, it will be overwritten.
* @param activity The activity to save.
* @returns
*/
function add(activities: ActivityInterface | ActivityInterface[]): void;
/**
* Get an activity by its id.
* @param id The id of the activity.
* @returns The activity or undefined if not found.
*/
function get(id: string): ActivityInterface | undefined;
/**
* Get a list of all activities registered.
* @returns An array of activities.
*/
function values(): ActivityInterface[];
/**
* Check if an activity is registered.
* @param id The id of the activity.
* @returns True if the activity is registered, false otherwise.
*/
function has(id: string): boolean;
}
declare namespace RegisteredCommitments {
/**
* Save a commitment in the registered commitments. If the commitment already exists, it will be overwritten.
* @param commitment The commitment to save.
* @returns
*/
function add(commitments: CommitmentInterface | CommitmentInterface[]): void;
/**
* Get a commitment by its id.
* @param id The id of the commitment.
* @returns The commitment or undefined if not found.
*/
function get(id: string): CommitmentInterface | undefined;
/**
* Get a list of all commitments registered.
* @returns An array of commitments.
*/
function values(): CommitmentInterface[];
/**
* Check if a commitment is registered.
* @param id The id of the commitment.
* @returns True if the commitment is registered, false otherwise.
*/
function has(id: string): boolean;
}
declare namespace RegisteredLocations {
/**
* Save a location in the registered locations. If the location already exists, it will be overwritten.
* @param location The location to save.
* @returns
*/
function add(location: LocationInterface | LocationInterface[]): void;
/**
* Get a location by its id.
* @param id The id of the location.
* @returns The location or undefined if not found.
*/
function get(id: string): LocationInterface | undefined;
/**
* Get a list of all locations registered.
* @returns An array of locations.
*/
function values(): LocationInterface[];
/**
* Check if a location is registered.
* @param id The id of the location.
* @returns True if the location is registered, false otherwise.
*/
function has(id: string): boolean;
}
declare namespace RegisteredMaps {
/**
* Save a map in the registered maps. If the map already exists, it will be overwritten.
* @param map The map to save.
* @returns
*/
function add(map: MapInterface | MapInterface[]): void;
/**
* Get a map by its id.
* @param id The id of the map.
* @returns The map or undefined if not found.
*/
function get(id: string): MapInterface | undefined;
/**
* Get a list of all maps registered.
* @returns An array of maps.
*/
function values(): MapInterface[];
/**
* Check if a map is registered.
* @param id The id of the map.
* @returns True if the map is registered, false otherwise.
*/
function has(id: string): boolean;
}
declare namespace RegisteredQuest {
/**
* Save a quest in the registered quests. If the quest already exists, it will be overwritten.
* @param quest The quest to save.
* @returns
*/
function add(quests: QuestInterface | QuestInterface[]): void;
/**
* Get a quest by its id.
* @param id The id of the quest.
* @returns The quest or undefined if not found.
*/
function get(id: string): QuestInterface | undefined;
/**
* Get a list of all quests registered.
* @returns An array of quests.
*/
function values(): QuestInterface[];
/**
* Check if a quest is registered.
* @param id The id of the quest.
* @returns True if the quest is registered, false otherwise.
*/
function has(id: string): boolean;
}
declare namespace RegisteredRooms {
/**
* Save a room in the registered rooms, and their location and map if they are not already registered.
* If the room already exists, it will be overwritten.
* @param room The room to save.
* @returns
*/
function add(room: RoomInterface | RoomInterface[]): void;
/**
* Get a room by its id.
* @param id The id of the room.
* @returns The room or undefined if not found.
*/
function get(id: string): RoomInterface | undefined;
/**
* Get a list of all rooms registered.
* @returns An array of rooms.
*/
function values(): RoomInterface[];
/**
* Check if a room is registered.
* @param id The id of the room.
* @returns True if the room is registered, false otherwise.
*/
function has(id: string): boolean;
}
export { RegisteredActivities, RegisteredCommitments, RegisteredLocations, RegisteredMaps, RegisteredQuest as RegisteredQuests, RegisteredRooms };