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bungie-net-core

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An easy way to interact with the Bungie.net API

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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. * * 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 { DestinyDisplayPropertiesDefinition } from './Common/DestinyDisplayPropertiesDefinition'; import { DestinyActivityModeType } from '../HistoricalStats/Definitions/DestinyActivityModeType'; import { DestinyActivityModeCategory } from '../DestinyActivityModeCategory'; /** * This definition represents an "Activity Mode" as it exists in the Historical * Stats endpoints. An individual Activity Mode represents a collection of * activities that are played in a certain way. For example, Nightfall Strikes are * part of a "Nightfall" activity mode, and any activities played as the PVP mode " * Clash" are part of the "Clash activity mode. * * Activity modes are nested under each other in a hierarchy, so that if you ask * for - for example - "AllPvP", you will get any PVP activities that the user has * played, regardless of what specific PVP mode was being played. * @see {@link https://bungie-net.github.io/#/components/schemas/Destiny.Definitions.DestinyActivityModeDefinition} */ export interface DestinyActivityModeDefinition { readonly displayProperties: DestinyDisplayPropertiesDefinition; /** * If this activity mode has a related PGCR image, this will be the path to said * image. */ readonly pgcrImage: string; /** * The Enumeration value for this Activity Mode. Pass this identifier into Stats * endpoints to get aggregate stats for this mode. */ readonly modeType: DestinyActivityModeType; /** The type of play being performed in broad terms (PVP, PVE) */ readonly activityModeCategory: DestinyActivityModeCategory; /** * If True, this mode has oppositional teams fighting against each other rather * than "Free-For-All" or Co-operative modes of play. * * Note that Aggregate modes are never marked as team based, even if they happen to * be team based at the moment. At any time, an aggregate whose subordinates are * only team based could be changed so that one or more aren't team based, and then * this boolean won't make much sense (the aggregation would become "sometimes team * based"). Let's not deal with that right now. */ readonly isTeamBased: boolean; /** * If true, this mode is an aggregation of other, more specific modes rather than * being a mode in itself. This includes modes that group Features/Events rather * than Gameplay, such as Trials of The Nine: Trials of the Nine being an Event * that is interesting to see aggregate data for, but when you play the activities * within Trials of the Nine they are more specific activity modes such as Clash. */ readonly isAggregateMode: boolean; /** * The hash identifiers of the DestinyActivityModeDefinitions that represent all of * the "parent" modes for this mode. For instance, the Nightfall Mode is also a * member of AllStrikes and AllPvE. */ readonly parentHashes: number[]; /** * A Friendly identifier you can use for referring to this Activity Mode. We really * only used this in our URLs, so... you know, take that for whatever it's worth. */ readonly friendlyName: string; /** * If this exists, the mode has specific Activities (referred to by the Key) that * should instead map to other Activity Modes when they are played. This was useful * in D1 for Private Matches, where we wanted to have Private Matches as an * activity mode while still referring to the specific mode being played. */ readonly activityModeMappings: { [key: number]: DestinyActivityModeType; }; /** * If FALSE, we want to ignore this type when we're showing activity modes in BNet * UI. It will still be returned in case 3rd parties want to use it for any purpose. */ readonly display: boolean; /** The relative ordering of activity modes. */ readonly order: number; /** * The unique identifier for this entity. Guaranteed to be unique for the type of * entity, but not globally. * * When entities refer to each other in Destiny content, it is this hash that they * are referring to. */ readonly hash: number; /** The index of the entity as it was found in the investment tables. */ readonly index: number; /** * If this is true, then there is an entity with this identifier/type combination, * but BNet is not yet allowed to show it. Sorry! */ readonly redacted: boolean; }