bungie-net-core
Version:
An easy way to interact with the Bungie.net API
65 lines (64 loc) • 3.39 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 { DestinyChallengeStatus } from '../Challenges/DestinyChallengeStatus';
import { DestinyMilestoneActivityPhase } from './DestinyMilestoneActivityPhase';
/** @see {@link https://bungie-net.github.io/#/components/schemas/Destiny.Milestones.DestinyMilestoneChallengeActivity} */
export interface DestinyMilestoneChallengeActivity {
/** Mapped to DestinyActivityDefinition in the manifest. */
readonly activityHash: number;
readonly challenges: DestinyChallengeStatus[];
/**
* If the activity has modifiers, this will be the list of modifiers that all
* variants have in common. Perform lookups against
* DestinyActivityModifierDefinition which defines the modifier being applied to
* get at the modifier data.
*
* Note that, in the DestiyActivityDefinition, you will see many more modifiers
* than this being referred to: those are all *possible* modifiers for the activity,
* not the active ones. Use only the active ones to match what's really live.
* Mapped to DestinyActivityModifierDefinition in the manifest.
*/
readonly modifierHashes: number[];
/**
* The set of activity options for this activity, keyed by an identifier that's
* unique for this activity (not guaranteed to be unique between or across all
* activities, though should be unique for every *variant* of a given *conceptual*
* activity: for instance, the original D2 Raid has many variant
* DestinyActivityDefinitions. While other activities could potentially have the
* same option hashes, for any given D2 base Raid variant the hash will be unique).
*
* As a concrete example of this data, the hashes you get for Raids will correspond
* to the currently active "Challenge Mode".
*
* We don't have any human readable information for these, but saavy 3rd party app
* users could manually associate the key (a hash identifier for the "option" that
* is enabled/disabled) and the value (whether it's enabled or disabled presently)
*
* On our side, we don't necessarily even know what these are used for (the game
* designers know, but we don't), and we have no human readable data for them. In
* order to use them, you will have to do some experimentation.
*/
readonly booleanActivityOptions: {
[key: number]: boolean;
};
/**
* If returned, this is the index into the DestinyActivityDefinition's "loadouts"
* property, indicating the currently active loadout requirements.
*/
readonly loadoutRequirementIndex?: number;
/**
* If the Activity has discrete "phases" that we can track, that info will be here.
* Otherwise, this value will be NULL. Note that this is a list and not a
* dictionary: the order implies the ascending order of phases or progression in
* this activity.
*/
readonly phases?: DestinyMilestoneActivityPhase[];
}