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rot.d.ts
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208 lines (179 loc) · 6.96 KB
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declare module ROT {
interface IFOV {
compute(x: number, y: number, R: number, callback: (x: number, y: number, r: number) => void );
}
interface IMap {
width: number;
height: number;
create(callback: (x: number, y: number, value: number) => void ): void;
create();
}
interface INoise {
get (x: number, y: number): number;
}
interface IPath {
compute(fromX: number, fromY: number, callback: (x: number, y: number) => void);
}
export class Color {
static add(color1: number[], color2: number[]): number[];
static fromString(str: string): number[];
static hsl2rgb(color: number[]): number[];
static interpolate(color1: number[], color2: number[], factor: number): number[];
static interpolateHSL(color1: number, color2: number, factor: number): number[];
static multiply(color1: number[], color2: number[]): number[];
static randomize(color: number[], diff: number[]): number[];
static rgb2hsl(color: number[]): number;
static toHex(color: number[]): string;
static toRGB(color: number[]): string;
}
export class Display {
constructor(options: any);
clear();
computeFontSize(availWidth: number, availHeight: number);
computeSize(availWidth: number, availHeight: number);
DEBUG(x: number, y: number, what: number);
draw(x: number, y: number, ch: string, fg: string, bg: string);
drawText(x: number, y: number, text: string, maxWidth?: number): number;
eventToPosition(e: Event): number[];
getContainer(): HTMLElement;
getOptions(): any;
setOptions(options: any);
}
export class Lighting {
constructor(reflectivityCallback: (x: number, y: number) => void, options: any);
compute(lightingCallback: (x: number, y: number, color: number) => void );
reset();
setFOV(fov: IFOV);
setLight(x: number, y: number, color?: number[]);
setLight(x: number, y: number, color?: string);
setOptions(options: any);
}
export class RNG {
static getNormal(mean: number, stddev: number): number;
static staticgetPercentage(): number;
static getSeed(): number;
static getState();
static getUniform(): number;
static getWeightedValue(data: any): string;
static setSeed(seed: number);
static setState(state);
}
export class Scheduler {
add(item: any);
clear();
next(): any;
remove(item: any);
}
export class StringGenerator {
constructor(options: any);
clear();
generate(): string;
getStats(): any;
observe(str: string);
}
export class Text {
static measure(str: string, maxWidth: number): number;
static tokenize(str: string, maxWidth: number): Array<string>;
}
}
declare module ROT.FOV {
export class DiscreteShadowcasting implements IFOV {
compute(x: number, y: number, R: number, callback: (x: number, y: number, r: number) => void );
constructor(lightPassesCallback: Function, options: any);
}
export class PreciseShadowcasting implements IFOV {
compute(x: number, y: number, R: number, callback: (x: number, y: number, r: number, visibility: number) => void );
constructor(lightPassesCallback: Function, options: any);
}
}
declare module ROT.Map {
interface IFeature {
create();
create(digCallback: Function);
//static createRandomAt(x: number, y: number, dx: number, dy: number, options: any);
debug(): void;
isValid(canBeDugCallback: Function): void;
}
export class Dungeon implements IMap {
width: number;
height: number;
constructor();
constructor(width: number, height: number);
create();
create(callback: Function): void;
getRooms(): ROT.Map.Feature.Room[];
getCorridors(): ROT.Map.Feature.Corridor[];
}
export class Arena extends Dungeon implements IMap {
constructor(width: number, height: number);
}
export class Cellular extends Dungeon implements IMap {
constructor(width: number, height: number, options: any);
randomize(probability: number);
set(x: number, y: number, value: number);
}
export class Digger extends Dungeon implements IMap {
constructor(width: number, height: number, options: any);
}
export class DividedMaze extends Dungeon implements IMap {
constructor(width: number, height: number);
}
export class EllerMaze extends Dungeon implements IMap {
constructor(width: number, height: number);
}
export class IceyMaze extends Dungeon implements IMap {
constructor(width: number, height: number, regularity: number);
}
export class Rogue extends Dungeon implements IMap {
constructor(width: number, height: number, options: any);
}
export class Uniform extends Dungeon implements IMap {
constructor(width: number, height: number, options: any);
}
}
declare module ROT.Map.Feature {
export class Corridor implements IFeature {
create();
create(digCallback: Function);
debug(): void;
isValid(canBeDugCallback: Function): void;
static createRandomAt(x: number, y: number, dx: number, dy: number, options: any);
constructor(startX: number, startY: number, endX: number, endY: number);
createPriorityWalls(priorityWallCallback: Function);
}
export class Room implements IFeature {
create();
create(digCallback: Function);
debug(): void;
isValid(canBeDugCallback: Function): void;
static createRandomAt(x: number, y: number, dx: number, dy: number, options: any);
constructor(x1: number, y1: number, x2: number, y2: number, doorX: number, doorY: number);
addDoor(x: number, y: number);
clearDoors();
static createRandom(availWidth: number, availHeight: number, options: any);
static createRandomCenter(cx: number, cy: number, options: any);
getBottom();
getCenter();
getDoors();
getLeft();
getRight();
getTop();
isValid(isWallCallback: Function, canBeDugCallback: Function);
}
}
declare module ROT.Noise {
export class Simplex {
constructor(gradients?: number);
get (xin: number, yin: number): number;
}
}
declare module ROT.Path {
export class AStar implements IPath {
constructor(toX: number, toY: number, passableCallback: (x: number, y: number) => void , options: any);
compute(fromX: number, fromY: number, callback: (x: number, y: number) => void);
}
export class Dijkstra implements IPath {
constructor(toX: number, toY: number, passableCallback: (x: number, y: number) => void , options: any);
compute(fromX: number, fromY: number, callback: (x: number, y: number) => void );
}
}