anomaly-packer
Version:
Anomaly Packer is a utility package for STALKER Anomaly creators to help them develop addons at speed with TypeScript's type-safety and game-oriented build tools.
104 lines (99 loc) • 4.89 kB
TypeScript
/** @noSelfInFile */
import type { Section } from 'anomaly-packer'
declare global {
namespace sim_squad_scripted {
export const dbg_map_hud: boolean
}
/** @customConstructor sim_squad_scripted */
class sim_squad_scripted extends cse_alife_online_offline_group {
__lock: TODO // @generated field — refine type
action_condlist: TODO // @generated field — refine type
always_arrived: TODO // @generated field — refine type
assigned_target_id: TODO // @generated field — refine type
common: TODO // @generated field — refine type
current_action: TODO // @generated field — refine type
current_spot_id: TODO // @generated field — refine type
current_target_id: TODO // @generated field — refine type
death_condlist: TODO // @generated field — refine type
dist_to_actor: TODO // @generated field — refine type
first_update: boolean // @generated field — refine type
forced_online_status: TODO // @generated field — refine type
idle_time: TODO // @generated field — refine type
invul_condlist: TODO // @generated field — refine type
item_on_all: TODO // @generated field — refine type
last_gvid: TODO // @generated field — refine type
level_name: TODO // @generated field — refine type
need_to_reset_location_masks: boolean // @generated field — refine type
player_id: TODO // @generated field — refine type
random_targets: TODO // @generated field — refine type
relationship: TODO // @generated field — refine type
relationship_condlist: TODO // @generated field — refine type
respawn_point_id: TODO // @generated field — refine type
respawn_point_prop_section: TODO // @generated field — refine type
rush: TODO // @generated field — refine type
rush_to_target: boolean // @generated field — refine type
scripted_target: TODO // @generated field — refine type
show_disabled: boolean // @generated field — refine type
smart_id: TODO // @generated field — refine type
spot_section: TODO // @generated field — refine type
stay_time: TODO // @generated field — refine type
sympathy: TODO // @generated field — refine type
task_target_id: TODO // @generated field — refine type
was_forced_offline: boolean // @generated field — refine type
constructor(section: Section.Item)
init_squad(): void
init_squad_on_load(): void
get_script_target(): number
update(): boolean
specific_update(script_target_id: number): void
generic_update(): void
remove_squad(): void
remove_npc(npc_id: number, force: boolean): void
on_npc_death(se_npc: CseAbstract, se_killer: CseAbstract): void
assign_squad_member_to_smart(member_id: number, smart: se_smart_terrain, old_smart_id: number): void
assign_smart(smart: se_smart_terrain, old_smart_id: number): void
check_invulnerability(): void
set_location_types_section(section: Section.Item): void
set_location_types(new_smart_name: string): void
add_new_member_forced(section: Section.Item, pos: vector, lvid: number, gvid: number): void
add_squad_member(spawn_section: string, spawn_position: vector, lv_id: number, gv_id: number): number
create_npc(spawn_smart: se_smart_terrain, pos: vector, lvid: number, gvid: number): void
set_squad_sympathy(sympathy: number): void
set_squad_relation(relation: string): void
set_squad_position(position: vector): void
has_detector(): boolean
get_squad_community(): string
has_items_to_sell(): boolean
has_tech_items(): boolean
save_state(m_data: AnyTable): void
load_state(m_data: AnyTable): void
STATE_Write(packet: net_packet): void
STATE_Read(packet: net_packet, size: number): void
on_register(): void
on_unregister(): void
check_online_status(): void
can_switch_offline(): boolean
can_switch_online(): boolean
switch_offline(): void
switch_online(): void
refresh(): void
hide(): void
show(): void
get_squad_props(): any
get_squad_relation(): string
get_location(): LuaMultiReturn<[vector, number, number]>
get_current_task(): CALifeSmartTerrainTask
am_i_reached(squad: sim_squad_scripted): boolean
on_after_reach(squad: sim_squad_scripted): void
on_reach_target(squad: sim_squad_scripted): void
get_alife_task(): CALifeSmartTerrainTask
sim_available(): boolean
target_precondition(squad: sim_squad_scripted): boolean
evaluate_prior(squad: sim_squad_scripted): number
}
namespace sim_squad_scripted {
/** Anomaly `class "sim_squad_scripted"` is also reachable on the `sim_squad_scripted` script namespace; typed as
* the instance so its methods can be captured/overridden (`sim_squad_scripted.sim_squad_scripted.Method = ...`). */
export const sim_squad_scripted: sim_squad_scripted
}
}