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alclient

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A node client for interacting with Adventure Land - The Code MMORPG. This package extends the functionality of 'alclient' by managing a mongo database.

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import type { ServerRegion, ServerIdentifier } from "./definitions/adventureland.js"; import type { GData } from "./definitions/adventureland-data.js"; import type { ServerData, CharacterListData, MailMessageData, PullMerchantsCharData } from "./definitions/adventureland-server.js"; import { Paladin } from "./Paladin.js"; import { Mage } from "./Mage.js"; import { Merchant } from "./Merchant.js"; import { Observer } from "./Observer.js"; import { PingCompensatedCharacter } from "./PingCompensatedCharacter.js"; import { Priest } from "./Priest.js"; import { Ranger } from "./Ranger.js"; import { Rogue } from "./Rogue.js"; import { Warrior } from "./Warrior.js"; export declare class Game { static user: { userID: string; userAuth: string; secure: boolean; }; static servers: { [T in ServerRegion]?: { [T in ServerIdentifier]?: ServerData; }; }; static characters: { [T in string]?: CharacterListData; }; static G: GData; static version: number; static server: string; static get url(): string; protected constructor(); static setServer(server: string): void; static deleteMail(mailID: string): Promise<boolean>; static disconnectCharacter(characterName: string): Promise<boolean>; static getGData(cache?: boolean, optimize?: boolean): Promise<GData>; static getMail(all?: boolean): Promise<MailMessageData[]>; static getMerchants(): Promise<PullMerchantsCharData[]>; static getVersion(): Promise<number>; /** * The following function will tell the server that we've read the following mail message * @param mailID The mail message to mark as 'read' */ static markMailAsRead(mailID: string): Promise<void>; static login(email: string, password?: string, mongo?: string, secure?: boolean): Promise<boolean>; static loginJSONFile(path: string, secure?: boolean): Promise<boolean>; static logoutEverywhere(): Promise<unknown>; /** * This function optimizes G for ALClient. It removes unnecessary things, and optimizes other things to improve processing time. * * @static * @param {GData} g * @memberof Game */ static optimizeG(g: GData): GData; static startCharacter(cName: string, sRegion: ServerRegion, sID: ServerIdentifier): Promise<PingCompensatedCharacter>; static startMage(cName: string, sRegion: ServerRegion, sID: ServerIdentifier): Promise<Mage>; static startMerchant(cName: string, sRegion: ServerRegion, sID: ServerIdentifier): Promise<Merchant>; static startPaladin(cName: string, sRegion: ServerRegion, sID: ServerIdentifier): Promise<Paladin>; static startPriest(cName: string, sRegion: ServerRegion, sID: ServerIdentifier): Promise<Priest>; static startRanger(cName: string, sRegion: ServerRegion, sID: ServerIdentifier): Promise<Ranger>; static startRogue(cName: string, sRegion: ServerRegion, sID: ServerIdentifier): Promise<Rogue>; static startWarrior(cName: string, sRegion: ServerRegion, sID: ServerIdentifier): Promise<Warrior>; static startObserver(region: ServerRegion, id: ServerIdentifier): Promise<Observer>; static startCharacterObserver(cName: string): Promise<Observer>; /** * Retrieves your character list, and a list of available servers. * @returns true if successfully updated */ static updateServersAndCharacters(): Promise<boolean>; }