bungie-net-core
Version:
An easy way to interact with the Bungie.net API
105 lines (104 loc) • 4.94 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 { DestinyDisplayPropertiesDefinition } from './Common/DestinyDisplayPropertiesDefinition';
import { BucketScope } from '../BucketScope';
import { BucketCategory } from '../BucketCategory';
import { ItemLocation } from '../ItemLocation';
/**
* An Inventory (be it Character or Profile level) is comprised of many Buckets. An
* example of a bucket is "Primary Weapons", where all of the primary weapons on a
* character are gathered together into a single visual element in the UI: a subset
* of the inventory that has a limited number of slots, and in this case also has
* an associated Equipment Slot for equipping an item in the bucket.
*
* Item definitions declare what their "default" bucket is (
* DestinyInventoryItemDefinition.inventory.bucketTypeHash), and Item instances
* will tell you which bucket they are currently residing in (DestinyItemComponent.
* bucketHash). You can use this information along with the
* DestinyInventoryBucketDefinition to show these items grouped by bucket.
*
* You cannot transfer an item to a bucket that is not its Default without going
* through a Vendor's "accepted items" (DestinyVendorDefinition.acceptedItems).
* This is how transfer functionality like the Vault is implemented, as a feature
* of a Vendor. See the vendor's acceptedItems property for more details.
* @see {@link https://bungie-net.github.io/#/components/schemas/Destiny.Definitions.DestinyInventoryBucketDefinition}
*/
export interface DestinyInventoryBucketDefinition {
readonly displayProperties: DestinyDisplayPropertiesDefinition;
/** Where the bucket is found. 0 = Character, 1 = Account */
readonly scope: BucketScope;
/**
* An enum value for what items can be found in the bucket. See the BucketCategory
* enum for more details.
*/
readonly category: BucketCategory;
/**
* Use this property to provide a quick-and-dirty recommended ordering for buckets
* in the UI. Most UIs will likely want to forsake this for something more custom
* and manual.
*/
readonly bucketOrder: number;
/**
* The maximum # of item "slots" in a bucket. A slot is a given combination of item
* + quantity.
*
* For instance, a Weapon will always take up a single slot, and always have a
* quantity of 1. But a material could take up only a single slot with hundreds of
* quantity.
*/
readonly itemCount: number;
/**
* Sometimes, inventory buckets represent conceptual "locations" in the game that
* might not be expected. This value indicates the conceptual location of the
* bucket, regardless of where it is actually contained on the character/account.
*
* See ItemLocation for details.
*
* Note that location includes the Vault and the Postmaster (both of whom being
* just inventory buckets with additional actions that can be performed on them
* through a Vendor)
*/
readonly location: ItemLocation;
/**
* If TRUE, there is at least one Vendor that can transfer items to/from this
* bucket. See the DestinyVendorDefinition's acceptedItems property for more
* information on how transferring works.
*/
readonly hasTransferDestination: boolean;
/**
* If True, this bucket is enabled. Disabled buckets may include buckets that were
* included for test purposes, or that were going to be used but then were
* abandoned but never removed from content *cough*.
*/
readonly enabled: boolean;
/**
* if a FIFO bucket fills up, it will delete the oldest item from said bucket when
* a new item tries to be added to it. If this is FALSE, the bucket will not allow
* new items to be placed in it until room is made by the user manually deleting
* items from it. You can see an example of this with the Postmaster's bucket.
*/
readonly fifo: boolean;
/**
* 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;
}