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.
81 lines (73 loc) • 3.75 kB
TypeScript
/** @noSelfInFile */
import type { Section } from 'anomaly-packer'
declare global {
namespace xr_patrol {
export function add_to_binder(object: CGameObject, ini: system_ini, scheme: string, section: Section.Item, storage: AnyTable): void
export function set_scheme(npc: CGameObject, ini: system_ini, scheme: string, section: Section.Item, gulag_name: string): void
}
/** @customConstructor PatrolManager */
class PatrolManager {
commander_dir: TODO // @generated field — refine type
commander_id: TODO // @generated field — refine type
commander_lid: TODO // @generated field — refine type
current_state: TODO // @generated field — refine type
formation: TODO // @generated field — refine type
npc_count: TODO // @generated field — refine type
npc_list: TODO // @generated field — refine type
path_name: TODO // @generated field — refine type
constructor(path_name: string)
add_npc(npc: CGameObject, leader: boolean): void
remove_npc(npc: CGameObject): void
reset_positions(): void
set_formation(formation: string): void
get_commander(npc: CGameObject): CGameObject
get_npc_command(npc: CGameObject): LuaMultiReturn<[number, vector, string]>
set_command(npc: CGameObject, command: string, formation: string): void
is_commander(npc_id: number): boolean
is_commander_in_meet(): boolean
update(): void
}
/** @customConstructor action_commander */
class action_commander extends action_base {
cur_state: string // @generated field — refine type
move_mgr: TODO // @generated field — refine type
old_state: TODO // @generated field — refine type
st: TODO // @generated field — refine type
was_reset: boolean // @generated field — refine type
constructor(npc: CGameObject, action_name: string, storage: AnyTable)
initialize(): void
activate_scheme(): void
execute(): void
finalize(): void
deactivate(npc: CGameObject): void
death_callback(npc: CGameObject): void
net_destroy(npc: CGameObject): void
formation_callback(mode: any, number: number, index: number): void
}
/** @customConstructor evaluator_patrol_comm */
class evaluator_patrol_comm extends property_evaluator {
st: TODO // @generated field — refine type
constructor(name: string, storage: AnyTable)
evaluate(): boolean
}
/** @customConstructor evaluator_patrol_end */
class evaluator_patrol_end extends property_evaluator {
st: TODO // @generated field — refine type
constructor(name: string, storage: AnyTable)
evaluate(): boolean
}
namespace xr_patrol {
/** Anomaly `class "PatrolManager"` is also reachable on the `xr_patrol` script namespace; typed as
* the instance so its methods can be captured/overridden (`xr_patrol.PatrolManager.Method = ...`). */
export const PatrolManager: PatrolManager
/** Anomaly `class "action_commander"` is also reachable on the `xr_patrol` script namespace; typed as
* the instance so its methods can be captured/overridden (`xr_patrol.action_commander.Method = ...`). */
export const action_commander: action_commander
/** Anomaly `class "evaluator_patrol_comm"` is also reachable on the `xr_patrol` script namespace; typed as
* the instance so its methods can be captured/overridden (`xr_patrol.evaluator_patrol_comm.Method = ...`). */
export const evaluator_patrol_comm: evaluator_patrol_comm
/** Anomaly `class "evaluator_patrol_end"` is also reachable on the `xr_patrol` script namespace; typed as
* the instance so its methods can be captured/overridden (`xr_patrol.evaluator_patrol_end.Method = ...`). */
export const evaluator_patrol_end: evaluator_patrol_end
}
}