alclient
Version:
A node client for interacting with Adventure Land - The Code MMORPG. This package extends the functionality of 'alclient' by managing a mongo database.
71 lines (70 loc) • 3.44 kB
TypeScript
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>;
}