/** * 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. * * OpenAPI spec version: 2.18.0 * Contact: support@bungie.com * * OODestiny Version: 2.0.9 * NOTE: This class is auto generated by the oodestiny code generator program * Repository: {@link https://github.com/owensimpson/oodestiny} * Adapted from {@link https://github.com/DestinyItemManager/bungie-api-ts} * Do not edit these files manually. */ import { DestinyChallengeStatus } from '../Challenges/DestinyChallengeStatus'; import { DestinyMilestoneActivityPhase } from './DestinyMilestoneActivityPhase'; /** @see {@link https://bungie-net.github.io/#/components/schemas/Destiny.Milestones.DestinyMilestoneChallengeActivity} */ export interface DestinyMilestoneChallengeActivity { /** Mapped to DestinyActivityDefinition in the manifest. */ readonly activityHash: number; readonly challenges: DestinyChallengeStatus[]; /** * If the activity has modifiers, this will be the list of modifiers that all * variants have in common. Perform lookups against * DestinyActivityModifierDefinition which defines the modifier being applied to * get at the modifier data. * * Note that, in the DestiyActivityDefinition, you will see many more modifiers * than this being referred to: those are all *possible* modifiers for the activity, * not the active ones. Use only the active ones to match what's really live. * Mapped to DestinyActivityModifierDefinition in the manifest. */ readonly modifierHashes: number[]; /** * The set of activity options for this activity, keyed by an identifier that's * unique for this activity (not guaranteed to be unique between or across all * activities, though should be unique for every *variant* of a given *conceptual* * activity: for instance, the original D2 Raid has many variant * DestinyActivityDefinitions. While other activities could potentially have the * same option hashes, for any given D2 base Raid variant the hash will be unique). * * As a concrete example of this data, the hashes you get for Raids will correspond * to the currently active "Challenge Mode". * * We don't have any human readable information for these, but saavy 3rd party app * users could manually associate the key (a hash identifier for the "option" that * is enabled/disabled) and the value (whether it's enabled or disabled presently) * * On our side, we don't necessarily even know what these are used for (the game * designers know, but we don't), and we have no human readable data for them. In * order to use them, you will have to do some experimentation. */ readonly booleanActivityOptions: { [key: number]: boolean; }; /** * If returned, this is the index into the DestinyActivityDefinition's "loadouts" * property, indicating the currently active loadout requirements. */ readonly loadoutRequirementIndex?: number; /** * If the Activity has discrete "phases" that we can track, that info will be here. * Otherwise, this value will be NULL. Note that this is a list and not a * dictionary: the order implies the ascending order of phases or progression in * this activity. */ readonly phases?: DestinyMilestoneActivityPhase[]; }