bungie-net-core
Version:
An easy way to interact with the Bungie.net API
55 lines (54 loc) • 2.35 kB
TypeScript
/**
* 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.
*
* Contact: support@bungie.com
*
* NOTE: This class is auto generated by the bungie-net-core code generator program
* Repository: {@link https://github.com/owens1127/bungie-net-core}
* Do not edit these files manually.
*/
import { UserInfoCard } from '../../User/UserInfoCard';
/** @see {@link https://bungie-net.github.io/#/components/schemas/Destiny.HistoricalStats.DestinyPlayer} */
export interface DestinyPlayer {
/**
* Details about the player as they are known in game (platform display name,
* Destiny emblem)
*/
readonly destinyUserInfo: UserInfoCard;
/** Class of the character if applicable and available. */
readonly characterClass: string;
/** Mapped to DestinyClassDefinition in the manifest. */
readonly classHash: number;
/** Mapped to DestinyRaceDefinition in the manifest. */
readonly raceHash: number;
/** Mapped to DestinyGenderDefinition in the manifest. */
readonly genderHash: number;
/** Level of the character if available. Zero if it is not available. */
readonly characterLevel: number;
/** Light Level of the character if available. Zero if it is not available. */
readonly lightLevel: number;
/**
* Details about the player as they are known on BungieNet. This will be undefined
* if the player has marked their credential private, or does not have a BungieNet
* account.
*/
readonly bungieNetUserInfo: UserInfoCard;
/**
* Current clan name for the player. This value may be null or an empty string if
* the user does not have a clan.
*/
readonly clanName?: string;
/**
* Current clan tag for the player. This value may be null or an empty string if
* the user does not have a clan.
*/
readonly clanTag?: string;
/**
* If we know the emblem's hash, this can be used to look up the player's emblem at
* the time of a match when receiving PGCR data, or otherwise their currently
* equipped emblem (if we are able to obtain it). Mapped to
* DestinyInventoryItemDefinition in the manifest.
*/
readonly emblemHash: number;
}