/** * 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 { ComponentData } from '../../../generic/ComponentTypes'; import { DestinyComponentType } from '../DestinyComponentType'; import { SingleComponentResponse } from '../../../generic/SingleComponentResponse'; import { ConditionalComponent } from '../../../generic/ComponentTypes'; import { DestinyCollectiblesComponent } from '../Components/Collectibles/DestinyCollectiblesComponent'; import { DestinyItemComponentSetOfuint32 } from '../../DestinyItemComponentSetOfuint32'; /** * Returns the detailed information about a Collectible Presentation Node and any * Collectibles that are direct descendants. * @see {@link https://bungie-net.github.io/#/components/schemas/Destiny.Responses.DestinyCollectibleNodeDetailResponse} */ export interface DestinyCollectibleNodeDetailResponse extends ComponentData { /** COMPONENT TYPE: Collectibles */ readonly collectibles: ConditionalComponent>; /** * Item components, keyed by the item hash of the items pointed at collectibles * found under the requested Presentation Node. * * NOTE: I had a lot of hemming and hawing about whether these should be keyed by * collectible hash or item hash... but ultimately having it be keyed by item hash * meant that UI that already uses DestinyItemComponentSet data wouldn't have to * have a special override to do the collectible -> item lookup once you delve into * an item's details, and it also meant that you didn't have to remember that the * Hash being used as the key for plugSets was different from the Hash being used * for the other Dictionaries. As a result, using the Item Hash felt like the least * crappy solution. * * We may all come to regret this decision. We will see. * * COMPONENT TYPE: [See inside the DestinyItemComponentSet contract for component * types.] */ readonly collectibleItemComponents: DestinyItemComponentSetOfuint32; }