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bungie-api-ts

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/** * Bungie.Net API * These endpoints constitute the functionality exposed by Bungie.net, both for more traditional website functionality and for connectivity to Bungie video games and their related functionality. * * OpenAPI spec version: 2.20.1 * Contact: support@bungie.com * * NOTE: This class is auto generated by the bungie-api-ts code generator program. * https://github.com/DestinyItemManager/bungie-api-ts * Do not edit these files manually. */ import { BungieMembershipType, PagedQuery } from '../common.js'; import { UserInfoCard } from '../user/interfaces.js'; export declare const enum FireteamDateRange { All = 0, Now = 1, TwentyFourHours = 2, FortyEightHours = 3, ThisWeek = 4, } export declare const enum FireteamPlatform { Any = 0, Playstation4 = 1, XboxOne = 2, Blizzard = 3, Steam = 4, Stadia = 5, Egs = 6, } export declare const enum FireteamPublicSearchOption { PublicAndPrivate = 0, PublicOnly = 1, PrivateOnly = 2, } export declare const enum FireteamSlotSearch { NoSlotRestriction = 0, HasOpenPlayerSlots = 1, HasOpenPlayerOrAltSlots = 2, } export interface SearchResultOfFireteamSummary { readonly results: FireteamSummary[]; readonly totalResults: number; readonly hasMore: boolean; readonly query: PagedQuery; readonly replacementContinuationToken: string; /** * If useTotalResults is true, then totalResults represents an accurate count. * * If False, it does not, and may be estimated/only the size of the current page. * * Either way, you should probably always only trust hasMore. * * This is a long-held historical throwback to when we used to do paging with known * total results. Those queries toasted our database, and we were left to hastily * alter our endpoints and create backward- compatible shims, of which * useTotalResults is one. */ readonly useTotalResults: boolean; } export interface FireteamSummary { readonly fireteamId: string; readonly groupId: string; readonly platform: FireteamPlatform; readonly activityType: number; readonly isImmediate: boolean; readonly scheduledTime?: string; readonly ownerMembershipId: string; readonly playerSlotCount: number; readonly alternateSlotCount?: number; readonly availablePlayerSlotCount: number; readonly availableAlternateSlotCount: number; readonly title: string; readonly dateCreated: string; readonly dateModified?: string; readonly isPublic: boolean; readonly locale: string; readonly isValid: boolean; readonly datePlayerModified: string; readonly titleBeforeModeration: string; /** Mapped to DestinyGuardianRankDefinition in the manifest. */ readonly ownerCurrentGuardianRankSnapshot: number; /** Mapped to DestinyGuardianRankDefinition in the manifest. */ readonly ownerHighestLifetimeGuardianRankSnapshot: number; readonly ownerTotalCommendationScoreSnapshot: number; } export interface SearchResultOfFireteamResponse { readonly results: FireteamResponse[]; readonly totalResults: number; readonly hasMore: boolean; readonly query: PagedQuery; readonly replacementContinuationToken: string; /** * If useTotalResults is true, then totalResults represents an accurate count. * * If False, it does not, and may be estimated/only the size of the current page. * * Either way, you should probably always only trust hasMore. * * This is a long-held historical throwback to when we used to do paging with known * total results. Those queries toasted our database, and we were left to hastily * alter our endpoints and create backward- compatible shims, of which * useTotalResults is one. */ readonly useTotalResults: boolean; } export interface FireteamResponse { readonly Summary: FireteamSummary; readonly Members: FireteamMember[]; readonly Alternates: FireteamMember[]; } export interface FireteamMember { readonly destinyUserInfo: FireteamUserInfoCard; readonly bungieNetUserInfo: UserInfoCard; readonly characterId: string; readonly dateJoined: string; readonly hasMicrophone: boolean; readonly lastPlatformInviteAttemptDate: string; readonly lastPlatformInviteAttemptResult: FireteamPlatformInviteResult; } export interface FireteamUserInfoCard { readonly FireteamDisplayName: string; readonly FireteamMembershipType: BungieMembershipType; /** * A platform specific additional display name - ex: psn Real Name, bnet Unique * Name, etc. */ readonly supplementalDisplayName: string; /** URL the Icon if available. */ readonly iconPath: string; /** * If there is a cross save override in effect, this value will tell you the type * that is overridding this one. */ readonly crossSaveOverride: BungieMembershipType; /** * The list of Membership Types indicating the platforms on which this Membership * can be used. * * Not in Cross Save = its original membership type. Cross Save Primary = Any * membership types it is overridding, and its original membership type Cross Save * Overridden = Empty list */ readonly applicableMembershipTypes: BungieMembershipType[]; /** If True, this is a public user membership. */ readonly isPublic: boolean; /** Type of the membership. Not necessarily the native type. */ readonly membershipType: BungieMembershipType; /** Membership ID as they user is known in the Accounts service */ readonly membershipId: string; /** * Display Name the player has chosen for themselves. The display name is optional * when the data type is used as input to a platform API. */ readonly displayName: string; /** The bungie global display name, if set. */ readonly bungieGlobalDisplayName: string; /** The bungie global display name code, if set. */ readonly bungieGlobalDisplayNameCode?: number; } export declare const enum FireteamPlatformInviteResult { None = 0, Success = 1, AlreadyInFireteam = 2, Throttled = 3, ServiceError = 4, }