UNPKG

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 { DestinySocketArrayType } from './DestinySocketArrayType'; /** * Represents all of the data related to a single plug to be inserted. * * Note that, while you *can* point to a socket that represents infusion, you will * receive an error if you attempt to do so. Come on guys, let's play nice. * @see {@link https://bungie-net.github.io/#/components/schemas/Destiny.Requests.Actions.DestinyInsertPlugsRequestEntry} */ export interface DestinyInsertPlugsRequestEntry { /** * The index into the socket array, which identifies the specific socket being * operated on. We also need to know the socketArrayType in order to uniquely * identify the socket. * * Don't point to or try to insert a plug into an infusion socket. It won't work. */ readonly socketIndex: number; /** * This property, combined with the socketIndex, tells us which socket we are * referring to (since operations can be performed on both Intrinsic and "default" * sockets, and they occupy different arrays in the Inventory Item Definition). I * know, I know. Don't give me that look. */ readonly socketArrayType: DestinySocketArrayType; /** * Plugs are never instanced (except in infusion). So with the hash alone, we * should be able to: 1) Infer whether the player actually needs to have the item, * or if it's a reusable plug 2) Perform any operation needed to use the Plug, * including removing the plug item and running reward sheets. */ readonly plugItemHash: number; }