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dungeon-sdk-drikkx

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Shared types and entities for the Dungeon game

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"use strict"; Object.defineProperty(exports, "__esModule", { value: true }); exports.WaveStatus = exports.RoomStatus = exports.RoomType = exports.DungeonStatus = exports.DungeonDifficulty = exports.DungeonTheme = void 0; // ==================================== // Dungeon Enums // ==================================== var DungeonTheme; (function (DungeonTheme) { DungeonTheme["CAVE"] = "CAVE"; DungeonTheme["FOREST"] = "FOREST"; DungeonTheme["RUINS"] = "RUINS"; DungeonTheme["CASTLE"] = "CASTLE"; })(DungeonTheme || (exports.DungeonTheme = DungeonTheme = {})); var DungeonDifficulty; (function (DungeonDifficulty) { DungeonDifficulty["EASY"] = "EASY"; DungeonDifficulty["MEDIUM"] = "MEDIUM"; DungeonDifficulty["HARD"] = "HARD"; DungeonDifficulty["ELITE"] = "ELITE"; })(DungeonDifficulty || (exports.DungeonDifficulty = DungeonDifficulty = {})); var DungeonStatus; (function (DungeonStatus) { DungeonStatus["WAITING"] = "WAITING"; DungeonStatus["IN_PROGRESS"] = "IN_PROGRESS"; DungeonStatus["COMPLETED"] = "COMPLETED"; DungeonStatus["FAILED"] = "FAILED"; })(DungeonStatus || (exports.DungeonStatus = DungeonStatus = {})); var RoomType; (function (RoomType) { RoomType["COMBAT"] = "COMBAT"; RoomType["ELITE"] = "ELITE"; RoomType["BOSS"] = "BOSS"; })(RoomType || (exports.RoomType = RoomType = {})); var RoomStatus; (function (RoomStatus) { RoomStatus["PENDING"] = "PENDING"; RoomStatus["IN_PROGRESS"] = "IN_PROGRESS"; RoomStatus["COMPLETED"] = "COMPLETED"; })(RoomStatus || (exports.RoomStatus = RoomStatus = {})); var WaveStatus; (function (WaveStatus) { WaveStatus["PENDING"] = "PENDING"; WaveStatus["IN_PROGRESS"] = "IN_PROGRESS"; WaveStatus["COMPLETED"] = "COMPLETED"; })(WaveStatus || (exports.WaveStatus = WaveStatus = {})); //# sourceMappingURL=dungeon.types.js.map