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teeworlds

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Library for (ingame) teeworlds bots.

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import { Client } from "../client"; import { EventEmitter } from "stream"; import { SnapshotItemTypes } from "../enums_types/types"; export declare interface SnapshotWrapper { on(event: 'common', listener: (common: SnapshotItemTypes.Common) => void): this; on(event: 'explosion', listener: (explosion: SnapshotItemTypes.Explosion) => void): this; on(event: 'spawn', listener: (spawn: SnapshotItemTypes.Spawn) => void): this; on(event: 'hammerhit', listener: (hammerhit: SnapshotItemTypes.HammerHit) => void): this; on(event: 'death', listener: (death: SnapshotItemTypes.Death) => void): this; on(event: 'sound_global', listener: (sound_global: SnapshotItemTypes.SoundGlobal) => void): this; on(event: 'sound_world', listener: (sound_world: SnapshotItemTypes.SoundWorld) => void): this; on(event: 'damage_indicator', listener: (damage_indicator: SnapshotItemTypes.DamageInd) => void): this; } export declare class SnapshotWrapper extends EventEmitter { private _client; constructor(_client: Client); private getParsed; private getAll; getObjPlayerInput(player_id: number): SnapshotItemTypes.PlayerInput | undefined; get AllObjPlayerInput(): SnapshotItemTypes.PlayerInput[]; getObjProjectile(id: number): SnapshotItemTypes.Projectile | undefined; get AllProjectiles(): SnapshotItemTypes.Projectile[]; getObjLaser(id: number): SnapshotItemTypes.Laser | undefined; get AllObjLaser(): SnapshotItemTypes.Laser[]; getObjPickup(id: number): SnapshotItemTypes.Pickup | undefined; get AllObjPickup(): SnapshotItemTypes.Pickup[]; getObjFlag(id: number): SnapshotItemTypes.Flag | undefined; get AllObjFlag(): SnapshotItemTypes.Flag[]; getObjGameInfo(id: number): SnapshotItemTypes.GameInfo | undefined; get AllObjGameInfo(): SnapshotItemTypes.GameInfo[]; getObjGameData(id: number): SnapshotItemTypes.GameData | undefined; get AllObjGameData(): SnapshotItemTypes.GameData[]; /** NOTICE: x & y positions always differ from the positions in the ingame debug menu. If you want the debug menu positions, you can calculate them like this: Math.round((myChar.character_core.x / 32) * 100)/100 */ getObjCharacterCore(player_id: number): SnapshotItemTypes.CharacterCore | undefined; /** NOTICE: x & y positions always differ from the positions in the ingame debug menu. If you want the debug menu positions, you can calculate them like this: Math.round((myChar.character_core.x / 32) * 100)/100 */ get AllObjCharacterCore(): SnapshotItemTypes.CharacterCore[]; /** NOTICE: x & y positions always differ from the positions in the ingame debug menu. If you want the debug menu positions, you can calculate them like this: Math.round((myChar.character_core.x / 32) * 100)/100 */ getObjCharacter(player_id: number): SnapshotItemTypes.Character | undefined; /** NOTICE: x & y positions always differ from the positions in the ingame debug menu. If you want the debug menu positions, you can calculate them like this: Math.round((myChar.character_core.x / 32) * 100)/100 */ get AllObjCharacter(): SnapshotItemTypes.Character[]; getObjPlayerInfo(player_id: number): SnapshotItemTypes.PlayerInfo | undefined; get AllObjPlayerInfo(): SnapshotItemTypes.PlayerInfo[]; getObjClientInfo(player_id: number): SnapshotItemTypes.ClientInfo | undefined; get AllObjClientInfo(): SnapshotItemTypes.ClientInfo[]; getObjSpectatorInfo(player_id: number): SnapshotItemTypes.SpectatorInfo | undefined; get AllObjSpectatorInfo(): SnapshotItemTypes.SpectatorInfo[]; private getTypeId; getObjExMyOwnObject(id: number): SnapshotItemTypes.MyOwnObject | undefined; get AllObjExMyOwnObject(): SnapshotItemTypes.MyOwnObject[]; getObjExDDNetCharacter(id: number): SnapshotItemTypes.DDNetCharacter | undefined; get AllObjExDDNetCharacter(): SnapshotItemTypes.DDNetCharacter[]; getObjExGameInfo(id: number): SnapshotItemTypes.GameInfoEx | undefined; get AllObjExGameInfo(): SnapshotItemTypes.GameInfoEx[]; getObjExDDNetProjectile(id: number): SnapshotItemTypes.DDNetProjectile | undefined; get AllObjExDDNetProjectile(): SnapshotItemTypes.DDNetProjectile[]; getObjExLaser(id: number): SnapshotItemTypes.DDNetLaser | undefined; get AllObjExLaser(): SnapshotItemTypes.DDNetLaser[]; get OwnID(): number | undefined; }