bungie-net-core
Version:
An easy way to interact with the Bungie.net API
43 lines (42 loc) • 2.01 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 { 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;
}