UNPKG

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.

105 lines (104 loc) 3.21 kB
import type { Character } from "./Character.js"; import type { SlotInfo, StatusInfo, TradeSlotType } from "./definitions/adventureland.js"; import type { CharacterType, CXData, DamageType, GData, MapName, NPCName, SkillName } from "./definitions/adventureland-data.js"; import type { ChannelInfo, PlayerData, QInfo } from "./definitions/adventureland-server.js"; import type { Entity } from "./Entity.js"; import { TradeItem } from "./TradeItem.js"; export declare class Player implements PlayerData { protected G: GData; afk?: boolean | "code"; id: string; ctype: CharacterType; abs: boolean; angle?: number; armor: number; apiercing: number; attack: number; avoidance: number; cid: number; crit: number; critdamage: number; damage_type: DamageType; evasion: number; frequency: number; going_x?: number; going_y?: number; heal: number; level: number; move_num: number; moving: boolean; name?: string; party: string; reflection: number; resistance: number; rpiercing: number; target: string; team?: string; x: number; y: number; s: StatusInfo; c: ChannelInfo; cx: CXData; focus?: string; hp: number; max_hp: number; max_mp: number; mp: number; npc?: NPCName; owner: string; pdps: number; q: QInfo; range: number; rip: boolean; skin: string; slots: SlotInfo; speed: number; stand?: boolean | "cstand" | "stand0"; tp?: boolean; in: string; map: MapName; width: number; height: number; constructor(data: PlayerData, map: MapName, instance: string, g: GData); updateData(data: PlayerData): void; calculateDamageRange(defender: Character | Entity | Player, skill?: SkillName): [number, number]; /** * Returns the items that the player is selling in their trade slots. * * @see getWantedItems for items the player is buying */ getItemsForSale(): Map<TradeSlotType, TradeItem>; /** * Returns the items that the player is purchasing in their trade slots * * @see getItemsForSale for items the player is selling */ getWantedItems(): Map<TradeSlotType, TradeItem>; /** * Returns true if the player is attacking us, or one of our party members * @param player The player whose party to check if they are attacking */ isAttackingPartyMember(player: Character): boolean; /** * Returns true if they are attacking us specifically, false otherwise * @param player The player to check if they are attacking */ isAttackingUs(player: Character): boolean; /** * If the player is disabled, they cannot move or attack * @returns If the player is disabled */ isDisabled(): boolean; /** * Returns true if the player is "friendly", for example, if it's one of our characters, in our party, or in our friends list. * @param character Our character (e.g.: bot.character) */ isFriendly(bot: Character): boolean; /** * Returns true if this player is an NPC. * * @return {*} {boolean} * @memberof Player */ isNPC(): boolean; }