bungie-net-core
Version:
An easy way to interact with the Bungie.net API
68 lines (67 loc) • 3.21 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 { EquippingItemBlockAttributes } from '../EquippingItemBlockAttributes';
import { DestinyAmmunitionType } from '../DestinyAmmunitionType';
/**
* Items that can be equipped define this block. It contains information we need to
* understand how and when the item can be equipped.
* @see {@link https://bungie-net.github.io/#/components/schemas/Destiny.Definitions.DestinyEquippingBlockDefinition}
*/
export interface DestinyEquippingBlockDefinition {
/**
* If the item is part of a gearset, this is a reference to that gearset item.
* Mapped to DestinyInventoryItemDefinition in the manifest.
*/
readonly gearsetItemHash?: number;
/**
* If defined, this is the label used to check if the item has other items of
* matching types already equipped.
*
* For instance, when you aren't allowed to equip more than one Exotic Weapon, that'
* s because all exotic weapons have identical uniqueLabels and the game checks the
* to-be-equipped item's uniqueLabel vs. all other already equipped items (other
* than the item in the slot that's about to be occupied).
*/
readonly uniqueLabel: string;
/** The hash of that unique label. Does not point to a specific definition. */
readonly uniqueLabelHash: number;
/**
* An equipped item *must* be equipped in an Equipment Slot. This is the hash
* identifier of the DestinyEquipmentSlotDefinition into which it must be equipped.
* Mapped to DestinyEquipmentSlotDefinition in the manifest.
*/
readonly equipmentSlotTypeHash: number;
/**
* These are custom attributes on the equippability of the item.
*
* For now, this can only be "equip on acquire", which would mean that the item
* will be automatically equipped as soon as you pick it up. This enum represents a
* set of flags - use bitwise operators to check which of these match your value.
*/
readonly attributes: EquippingItemBlockAttributes;
/**
* Ammo type used by a weapon is no longer determined by the bucket in which it is
* contained. If the item has an ammo type - i.e. if it is a weapon - this will be
* the type of ammunition expected.
*/
readonly ammoType: DestinyAmmunitionType;
/**
* These are strings that represent the possible Game/Account/Character state
* failure conditions that can occur when trying to equip the item. They match up
* one-to-one with requiredUnlockExpressions.
*/
readonly displayStrings: string[];
/**
* If this item is part of an item set with bonus perks, this will the hash of that
* set. Mapped to DestinyEquipableItemSetDefinition in the manifest.
*/
readonly equipableItemSetHash?: number;
}