@kayahr/ed-journal
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Typescript library to read/watch the player journal of Frontier's game Elite Dangerous
85 lines (84 loc) • 2.57 kB
TypeScript
import type { JournalEvent } from "../../JournalEvent.ts";
import type { BodyType } from "../types/BodyType.ts";
import type { ConflictFaction } from "../types/ConflictFaction.ts";
import type { ConflictProgress } from "../types/ConflictProgress.ts";
import type { ID } from "../types/ID.ts";
import type { PowerState } from "../types/PowerState.ts";
import type { StationService } from "../types/StationService.ts";
import type { StationType } from "../types/StationType.ts";
export interface CarrierJump extends JournalEvent<"CarrierJump"> {
Docked: boolean;
OnFoot?: boolean;
StationName?: string;
StationType?: StationType;
MarketID?: ID;
StationFaction?: {
Name: string;
};
StationGovernment?: string;
StationGovernment_Localised?: string;
StationServices?: StationService[];
StationEconomy?: string;
StationEconomy_Localised?: string;
StationEconomies?: Array<{
Name: string;
Name_Localised?: string;
Proportion: number;
}>;
Conflicts?: Array<{
WarType: string;
Status: string;
Faction1: ConflictFaction;
Faction2: ConflictFaction;
}>;
Powers?: string[];
PowerplayState?: PowerState;
PowerplayStateControlProgress?: number;
PowerplayStateReinforcement?: number;
PowerplayStateUndermining?: number;
PowerplayConflictProgress?: ConflictProgress[];
Taxi?: boolean;
Multicrew?: boolean;
StarSystem: string;
SystemAddress: ID;
StarPos: [number, number, number];
SystemAllegiance: string;
SystemEconomy: string;
SystemEconomy_Localised: string;
SystemSecondEconomy: string;
SystemSecondEconomy_Localised: string;
SystemGovernment: string;
SystemGovernment_Localised: string;
SystemSecurity: string;
SystemSecurity_Localised: string;
Population: number;
Body: string;
BodyID: ID;
BodyType: BodyType;
ControllingPower?: string;
Factions?: Array<{
Name: string;
FactionState: string;
Government: string;
Influence: number;
Allegiance: string;
Happiness: string;
Happiness_Localised: string;
MyReputation: number;
PendingStates?: Array<{
State: string;
Trend: number;
}>;
RecoveringStates?: Array<{
State: string;
Trend: number;
}>;
ActiveStates?: Array<{
State: string;
}>;
}>;
SystemFaction?: {
Name: string;
FactionState?: string;
};
}