bungie-net-core
Version:
An easy way to interact with the Bungie.net API
76 lines (75 loc) • 3.58 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.
*/
/**
* A Flags Enumeration/bitmask where each bit represents a different state that the
* Collectible can be in. A collectible can be in any number of these states, and
* you can choose to use or ignore any or all of them when making your own UI that
* shows Collectible info. Our displays are going to honor them, but we're also the
* kind of people who only pretend to inhale before quickly passing it to the left.
* So, you know, do what you got to do.
*
* (All joking aside, please note the caveat I mention around the Invisible flag:
* there are cases where it is in the best interest of your users to honor these
* flags even if you're a "show all the data" person. Collector-oriented compulsion
* is a very unfortunate and real thing, and I would hate to instill that
* compulsion in others through showing them items that they cannot earn. Please
* consider this when you are making your own apps/sites.)
*
* This enum represents a set of flags - use bitwise operators to check which of
* these match your value.
* @see {@link https://bungie-net.github.io/#/components/schemas/Destiny.DestinyCollectibleState}
*/
export declare enum DestinyCollectibleState {
None = 0,
/** If this flag is set, you have not yet obtained this collectible. */
NotAcquired = 1,
/**
* If this flag is set, the item is "obscured" to you: you can/should use the
* alternate item hash found in DestinyCollectibleDefinition.stateInfo.
* obscuredOverrideItemHash when displaying this collectible instead of the default
* display info.
*/
Obscured = 2,
/**
* If this flag is set, the collectible should not be shown to the user.
*
* Please do consider honoring this flag. It is used - for example - to hide items
* that a person didn't get from the Eververse. I can't prevent these from being
* returned in definitions, because some people may have acquired them and thus
* they should show up: but I would hate for people to start feeling some variant
* of a Collector's Remorse about these items, and thus increasing their purchasing
* based on that compulsion. That would be a very unfortunate outcome, and one that
* I wouldn't like to see happen. So please, whether or not I'm your mom, consider
* honoring this flag and don't show people invisible collectibles.
*/
Invisible = 4,
/**
* If this flag is set, the collectible requires payment for creating an instance
* of the item, and you are lacking in currency. Bring the benjamins next time. Or
* spinmetal. Whatever.
*/
CannotAffordMaterialRequirements = 8,
/**
* If this flag is set, you can't pull this item out of your collection because
* there's no room left in your inventory.
*/
InventorySpaceUnavailable = 16,
/**
* If this flag is set, you already have one of these items and can't have a second
* one.
*/
UniquenessViolation = 32,
/**
* If this flag is set, the ability to pull this item out of your collection has
* been disabled.
*/
PurchaseDisabled = 64
}