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@kayahr/ed-journal

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Typescript library to read/watch the player journal of Frontier's game Elite Dangerous

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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"; /** * Written when jumping from one star to another. */ export interface FSDJump extends JournalEvent<"FSDJump"> { /** Name of destination star system. */ StarSystem: string; SystemAddress?: ID; /** Star position as array (x, y, z) in light years. */ StarPos: [number, number, number]; Body?: string; BodyID?: ID; BodyType?: BodyType; ControllingPower?: string; /** Distance jumped. */ JumpDist: number; FuelUsed: number; FuelLevel: number; /** Whether FSD boost was used. */ BoostUsed?: number; /** System's controlling faction. */ SystemFaction?: { Name: string; FactionState?: string; }; SystemAllegiance: string; SystemEconomy: string; SystemEconomy_Localised?: string; SystemSecondEconomy?: string; SystemSecondEconomy_Localised?: string; SystemGovernment: string; SystemGovernment_Localised?: string; SystemSecurity: string; SystemSecurity_Localised?: string; Population?: number; Wanted?: boolean; /** Info for the local minor factions. */ 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; }>; SquadronFaction?: boolean; }>; /** Info about local conflicts (if any) */ Conflicts?: Array<{ WarType: string; Status: string; Faction1: ConflictFaction; Faction2: ConflictFaction; }>; /** If starting in a system affected by the thargoid war. */ ThargoidWar?: { CurrentState: string; NextStateSuccess: string; NextStateFailure: string; SuccessStateReached: boolean; WarProgress: number; RemainingPorts: number; }; /** Names of any powers contesting the system, or the name of the controlling power. */ Powers?: string[]; /** The system's powerplay state. */ PowerplayState?: PowerState; PowerplayStateControlProgress?: number; PowerplayStateReinforcement?: number; PowerplayStateUndermining?: number; PowerplayConflictProgress?: ConflictProgress[]; Taxi?: boolean; Multicrew?: boolean; }