import { DragonType, TeamName } from "./Constants.js"; export declare enum EventName { GAME_START = "GameStart", GAME_END = "GameEnd", MINIONS_SPAWNING = "MinionsSpawning", FIRST_BLOOD = "FirstBlood", FIRST_TOWER = "FirstBrick", TURRET_KILLED = "TurretKilled", INHIB_KILLED = "InhibKilled", DRAGON_KILL = "DragonKill", HERALD_KILL = "HeraldKill", BARON_KILL = "BaronKill", CHAMPION_KILL = "ChampionKill", MULTIKILL = "Multikill", ACE = "Ace", INHIB_RESPAWNED = "InhibRespawned", INHIB_RESPAWN_SOON = "InhibRespawningSoon", HORDE_KILL = "HordeKill" } /** * Events in `/liveclientdata/eventdata` */ export interface LoLEvent { /** Number that gets incremented with each event. So more of an index */ EventID: number; /** Type of event */ EventName: EventName; /** Time of event in seconds */ EventTime: number; } export type GameStart = LoLEvent & { EventName: EventName.GAME_START; }; export type MinionsSpawning = LoLEvent & { EventName: EventName.MINIONS_SPAWNING; }; /** * Triggers **after** the according {@link ChampionKill} event */ export type FirstBlood = LoLEvent & { EventName: EventName.FIRST_BLOOD; KillerName: string; }; /** * Triggers **after** the according {@link TurretKilled} Event */ export type FirstTower = LoLEvent & { EventName: EventName.FIRST_TOWER; KillerName: string; }; export type TurretKilled = LoLEvent & { EventName: EventName.TURRET_KILLED; TurretKilled: string; KillerName: string; Assisters: string[]; }; export type InhibKilled = LoLEvent & { EventName: EventName.INHIB_KILLED; InhibKilled: string; KillerName: string; Assisters: string[]; }; /** * Dragon was killed * @note Not available in spectator mode */ export type DragonKill = LoLEvent & { EventName: EventName.DRAGON_KILL; DragonType: DragonType; Stolen: string; KillerName: string; Assisters: string[]; }; /** * Herald was killed * @note Not available in spectator mode */ export type HeraldKill = LoLEvent & { EventName: EventName.HERALD_KILL; Stolen: string; KillerName: string; Assisters: string[]; }; /** * Baron was killed * @note Not available in spectator mode */ export type BaronKill = LoLEvent & { EventName: EventName.BARON_KILL; Stolen: string; KillerName: string; Assisters: string[]; }; export type ChampionKill = LoLEvent & { EventName: EventName.CHAMPION_KILL; VictimName: string; KillerName: string; Assisters: string[]; }; /** * Triggers after the second, third and so on kill. */ export type Multikill = LoLEvent & { EventName: EventName.MULTIKILL; KillerName: string; KillStreak: number; }; /** * Triggers **after** the according {@link ChampionKill} and {@link Multikill} event */ export type Ace = LoLEvent & { EventName: EventName.ACE; /** killer of the last enemy */ Acer: string; AcingTeam: TeamName; }; export type InhibRespawned = LoLEvent & { EventName: EventName.INHIB_RESPAWNED; /**Name of the inhib that was respawned*/ InhibRespawned: string; }; export type InhibRespawningSoon = LoLEvent & { EventName: EventName.INHIB_RESPAWN_SOON; /**Name of the inhib that is respawning*/ InhibRespawningSoon: string; }; /** * Triggers on each voidgrub. */ export type HordeKill = LoLEvent & { EventName: EventName.HORDE_KILL; KillerName: string; Assisters: string[]; stolen: boolean; }; export type GameEnd = LoLEvent & { EventName: EventName.GAME_END; Result: "Win" | "Lose"; }; //# sourceMappingURL=LoLEvents.d.ts.map