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arx-level-generator

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declare const lightingCalculatorModes: readonly ["Distance", "Danae", "DistanceAngle", "DistanceAngleShadow", "DistanceAngleShadowNoTransparency", "GI"]; type LightingCalculatorMode = (typeof lightingCalculatorModes)[number]; type Modes = 'development' | 'production'; type SettingsConstructorProps = { /** * A folder to load the unpacked DLF, LLF and FTS files of the * original game * * can also be set via `process.env.originalLevelFiles` * * default value is "../pkware-test-files" relative to the project root */ originalLevelFiles?: string; /** * can also be set via `process.env.cacheFolder` * * default value is "./cache" relative to the project root */ cacheFolder?: string; /** * can also be set via `process.env.outputDir` * * default value is "./output" relative to the project root */ outputDir?: string; /** * can also be set via `process.env.levelIdx` * * default value is 1 */ levelIdx?: number; /** * can also be set via `process.env.assetsDir` * * default value is "./assets" relative to the project root */ assetsDir?: string; /** * can also be set via `process.env.calculateLighting` * * This flag tells whether to run Fredlllll's lighting calculator * after building the llf files * * default value is true * if there are no lights, then this gets set to false */ calculateLighting?: boolean; /** * can also be set via `process.env.lightingCalculatorMode` * * default value is "DistanceAngleShadowNoTransparency" */ lightingCalculatorMode?: LightingCalculatorMode; /** * can also be set via `process.env.seed` * * default value is a string with a random number * between 100.000.000 and 999.999.999 */ seed?: string; /** * This field allows branching the code based on what phase the project * is in. For example a cutscene in the beginning of a map can be turned * off while developing the map in development mode, but re-enabled in * production mode * * can also be set via `process.env.mode` * * default value is "production" */ mode?: Modes; /** * When this is set to true FTS files will not get compressed with pkware * after compiling. This is an Arx Libertatis 1.3+ feature! */ uncompressedFTS?: boolean; }; export declare class Settings { /** * A folder to load the unpacked DLF, LLF and FTS files of the * original game * * can also be set via `process.env.originalLevelFiles` * * default value is "../pkware-test-files" relative to the project root */ readonly originalLevelFiles: string; /** * can also be set via `process.env.cacheFolder` * * default value is "./cache" relative to the project root */ readonly cacheFolder: string; /** * can also be set via `process.env.outputDir` * * default value is "./output" relative to the project root */ readonly outputDir: string; /** * can also be set via `process.env.levelIdx` * * default value is 1 */ readonly levelIdx: number; /** * can also be set via `process.env.assetsDir` * * default value is "./assets" relative to the project root */ readonly assetsDir: string; /** * can also be set via `process.env.calculateLighting` * * This flag tells whether to run Fredlllll's lighting calculator * after building the llf files * * default value is true * if there are no lights, then this gets set to false */ readonly calculateLighting: boolean; /** * can also be set via `process.env.lightingCalculatorMode` * * default value is "DistanceAngleShadowNoTransparency" */ readonly lightingCalculatorMode: LightingCalculatorMode; /** * can also be set via `process.env.seed` * * default value is a string with a random number * between 100.000.000 and 999.999.999 */ readonly seed: string; /** * This field allows branching the code based on what phase the project * is in. For example a cutscene in the beginning of a map can be turned * off while developing the map in development mode, but re-enabled in * production mode * * can also be set via `process.env.mode` * * default value is "production" */ readonly mode: Modes; /** * arx-level-generator comes with its own assets folder */ readonly internalAssetsDir: string; /** * When this is set to true FTS files will not get compressed with pkware * after compiling. This is an Arx Libertatis 1.3+ feature! */ readonly uncompressedFTS: boolean; constructor(props?: SettingsConstructorProps); } export {};