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.
113 lines (108 loc) • 5.5 kB
TypeScript
/** @noSelfInFile */
import type { Section } from 'anomaly-packer'
declare global {
namespace smart_terrain {
export const actor_level: AnyTable
export const dbg_hud: AnyTable
export const nearest_to_actor_smart: AnyTable
export function arrived_to_smart(se_obj: CseAbstract, smart: se_smart_terrain): boolean
export function get_smart_terrain_name(smart: se_smart_terrain): string | undefined
export function on_death(se_obj: CseAbstract): void
export function setup_gulag_and_logic_on_spawn(obj: CGameObject, st: AnyTable, se_obj: CseAbstract, stype: number, loaded: boolean): void
export function smart_terrain_squad_count(board_smart_squads: AnyTable): number
export function surge_stats(): void
}
/** @customConstructor se_smart_terrain */
class se_smart_terrain extends cse_alife_smart_zone {
__campfire_check_time: TODO // @generated field — refine type
alarm_length: TODO // @generated field — refine type
alarm_start_sound: TODO // @generated field — refine type
alarm_stop_sound: TODO // @generated field — refine type
already_spawned: TODO // @generated field — refine type
arrive_dist: TODO // @generated field — refine type
arriving_npc: TODO // @generated field — refine type
b_registred: boolean // @generated field — refine type
check_time: TODO // @generated field — refine type
death_idle_time: TODO // @generated field — refine type
def_restr: TODO // @generated field — refine type
default_faction: TODO // @generated field — refine type
disabled: boolean // @generated field — refine type
dist_to_actor: TODO // @generated field — refine type
faction: TODO // @generated field — refine type
faction_controlled: TODO // @generated field — refine type
faction_war_in_progress: boolean // @generated field — refine type
fname: TODO // @generated field — refine type
ignore_zone: TODO // @generated field — refine type
ini: TODO // @generated field — refine type
is_on_actor_level: TODO // @generated field — refine type
job_count: TODO // @generated field — refine type
last_respawn_update: TODO // @generated field — refine type
level_id: TODO // @generated field — refine type
load_info: TODO // @generated field — refine type
max_population: TODO // @generated field — refine type
min_population: TODO // @generated field — refine type
need_init_npc: TODO // @generated field — refine type
npc_by_job_section: TODO // @generated field — refine type
npc_info: TODO // @generated field — refine type
npc_to_register: TODO // @generated field — refine type
respawn_idle: TODO // @generated field — refine type
respawn_only_level: TODO // @generated field — refine type
respawn_only_smart: TODO // @generated field — refine type
respawn_params: TODO // @generated field — refine type
respawn_point: boolean // @generated field — refine type
respawn_radius: TODO // @generated field — refine type
safe_restr: TODO // @generated field — refine type
smart_alarm_position: TODO // @generated field — refine type
smart_alarm_time: TODO // @generated field — refine type
smart_alife_task: TODO // @generated field — refine type
spawn_point: TODO // @generated field — refine type
squad_id: TODO // @generated field — refine type
constructor(section: Section.Item)
on_before_register(): void
on_register(): void
on_unregister(): void
read_params(): void
fill_npc_info(obj: CGameObject): void
register_delayed_npc(): void
register_npc(obj: CGameObject): void
only_faction_on_jobs(faction: Community): boolean
unregister_npc(obj: CGameObject): void
clear_dead(obj: CGameObject): void
load_jobs(): void
clear_job(id: number, rem: boolean): void
update_jobs(): void
select_npc_job(npc_info: AnyTable, now: number, surge_started?: boolean): boolean
getJob(obj_id: number): AnyTable | undefined
idNPCOnJob(job_name: string): number | undefined
switch_to_desired_job(npc: CGameObject): void
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
init_npc_after_load(): void
stayed_squad_count(): number
get_smart_props(): string
show(): void
hide(): void
check_smart_faction(): void
update(): void
set_alarm(enemy: CGameObject): void
check_alarm(): void
find_job_by_section(section: Section.Item): AnyTable | undefined
setup_logic(npc: CGameObject): void
get_location(): LuaMultiReturn<[vector, number, number]>
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, ignore_population?: boolean, skip_props?: boolean): boolean
evaluate_prior(squad: sim_squad_scripted): number
try_respawn(): void
}
namespace smart_terrain {
/** Anomaly `class "se_smart_terrain"` is also reachable on the `smart_terrain` script namespace; typed as
* the instance so its methods can be captured/overridden (`smart_terrain.se_smart_terrain.Method = ...`). */
export const se_smart_terrain: se_smart_terrain
}
}