/** * 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 { DestinyVendorReceiptsComponent } from '../Entities/Profiles/DestinyVendorReceiptsComponent'; import { DestinyInventoryComponent } from '../Entities/Inventory/DestinyInventoryComponent'; import { DestinyProfileComponent } from '../Entities/Profiles/DestinyProfileComponent'; import { DestinyPlatformSilverComponent } from '../Components/Inventory/DestinyPlatformSilverComponent'; import { DestinyKiosksComponent } from '../Components/Kiosks/DestinyKiosksComponent'; import { DestinyPlugSetsComponent } from '../Components/PlugSets/DestinyPlugSetsComponent'; import { DestinyProfileProgressionComponent } from '../Components/Profiles/DestinyProfileProgressionComponent'; import { DestinyPresentationNodesComponent } from '../Components/Presentation/DestinyPresentationNodesComponent'; import { DestinyProfileRecordsComponent } from '../Components/Records/DestinyProfileRecordsComponent'; import { DestinyProfileCollectiblesComponent } from '../Components/Collectibles/DestinyProfileCollectiblesComponent'; import { DestinyProfileTransitoryComponent } from '../Components/Profiles/DestinyProfileTransitoryComponent'; import { DestinyMetricsComponent } from '../Components/Metrics/DestinyMetricsComponent'; import { DestinyStringVariablesComponent } from '../Components/StringVariables/DestinyStringVariablesComponent'; import { DestinySocialCommendationsComponent } from '../Components/Social/DestinySocialCommendationsComponent'; import { DictionaryComponentResponse } from '../../../generic/DictionaryComponentResponse'; import { DestinyCharacterComponent } from '../Entities/Characters/DestinyCharacterComponent'; import { DestinyLoadoutsComponent } from '../Components/Loadouts/DestinyLoadoutsComponent'; import { DestinyCharacterProgressionComponent } from '../Entities/Characters/DestinyCharacterProgressionComponent'; import { DestinyCharacterRenderComponent } from '../Entities/Characters/DestinyCharacterRenderComponent'; import { DestinyCharacterActivitiesComponent } from '../Entities/Characters/DestinyCharacterActivitiesComponent'; import { DestinyBaseItemComponentSetOfuint32 } from '../../DestinyBaseItemComponentSetOfuint32'; import { DestinyCharacterRecordsComponent } from '../Components/Records/DestinyCharacterRecordsComponent'; import { DestinyCollectiblesComponent } from '../Components/Collectibles/DestinyCollectiblesComponent'; import { DestinyCraftablesComponent } from '../Components/Craftables/DestinyCraftablesComponent'; import { DestinyItemComponentSetOfint64 } from '../../DestinyItemComponentSetOfint64'; import { DestinyCurrenciesComponent } from '../Components/Inventory/DestinyCurrenciesComponent'; /** * The response for GetDestinyProfile, with components for character and item-level * data. * @see {@link https://bungie-net.github.io/#/components/schemas/Destiny.Responses.DestinyProfileResponse} */ export interface DestinyProfileResponse extends ComponentData { /** * Records the timestamp of when most components were last generated from the world * server source. Unless the component type is specified in the documentation for * secondaryComponentsMintedTimestamp, this value is sufficient to do data * freshness. */ readonly responseMintedTimestamp: string; /** * Some secondary components are not tracked in the primary response timestamp and * have their timestamp tracked here. If your component is any of the following, * this field is where you will find your timestamp value: * * PresentationNodes, Records, Collectibles, Metrics, StringVariables, Craftables, * Transitory * * All other component types may use the primary timestamp property. */ readonly secondaryComponentsMintedTimestamp: string; /** * Recent, refundable purchases you have made from vendors. When will you use it? * Couldn't say... * * COMPONENT TYPE: VendorReceipts */ readonly vendorReceipts: ConditionalComponent>; /** * The profile-level inventory of the Destiny Profile. * * COMPONENT TYPE: ProfileInventories */ readonly profileInventory: ConditionalComponent>; /** * The profile-level currencies owned by the Destiny Profile. * * COMPONENT TYPE: ProfileCurrencies */ readonly profileCurrencies: ConditionalComponent>; /** * The basic information about the Destiny Profile (formerly "Account"). * * COMPONENT TYPE: Profiles */ readonly profile: ConditionalComponent>; /** * Silver quantities for any platform on which this Profile plays destiny. * * COMPONENT TYPE: PlatformSilver */ readonly platformSilver: ConditionalComponent>; /** * Items available from Kiosks that are available Profile-wide (i.e. across all * characters) * * This component returns information about what Kiosk items are available to you * on a *Profile* level. It is theoretically possible for Kiosks to have items * gated by specific Character as well. If you ever have those, you will find them * on the characterKiosks property. * * COMPONENT TYPE: Kiosks */ readonly profileKiosks: ConditionalComponent>; /** * When sockets refer to reusable Plug Sets (see DestinyPlugSetDefinition for more * info), this is the set of plugs and their states that are profile-scoped. * * This comes back with ItemSockets, as it is needed for a complete picture of the * sockets on requested items. * * COMPONENT TYPE: ItemSockets */ readonly profilePlugSets: ConditionalComponent>; /** * When we have progression information - such as Checklists - that may apply * profile-wide, it will be returned here rather than in the per-character * progression data. * * COMPONENT TYPE: ProfileProgression */ readonly profileProgression: ConditionalComponent>; /** COMPONENT TYPE: PresentationNodes */ readonly profilePresentationNodes: ConditionalComponent>; /** COMPONENT TYPE: Records */ readonly profileRecords: ConditionalComponent>; /** COMPONENT TYPE: Collectibles */ readonly profileCollectibles: ConditionalComponent>; /** COMPONENT TYPE: Transitory */ readonly profileTransitoryData: ConditionalComponent>; /** COMPONENT TYPE: Metrics */ readonly metrics: ConditionalComponent>; /** COMPONENT TYPE: StringVariables */ readonly profileStringVariables: ConditionalComponent>; /** COMPONENT TYPE: SocialCommendations */ readonly profileCommendations: ConditionalComponent>; /** * Basic information about each character, keyed by the CharacterId. * * COMPONENT TYPE: Characters */ readonly characters: ConditionalComponent>; /** * The character-level non-equipped inventory items, keyed by the Character's Id. * * COMPONENT TYPE: CharacterInventories */ readonly characterInventories: ConditionalComponent>; /** * The character loadouts, keyed by the Character's Id. * * COMPONENT TYPE: CharacterLoadouts */ readonly characterLoadouts: ConditionalComponent>; /** * Character-level progression data, keyed by the Character's Id. * * COMPONENT TYPE: CharacterProgressions */ readonly characterProgressions: ConditionalComponent>; /** * Character rendering data - a minimal set of info needed to render a character in * 3D - keyed by the Character's Id. * * COMPONENT TYPE: CharacterRenderData */ readonly characterRenderData: ConditionalComponent>; /** * Character activity data - the activities available to this character and its * status, keyed by the Character's Id. * * COMPONENT TYPE: CharacterActivities */ readonly characterActivities: ConditionalComponent>; /** * The character's equipped items, keyed by the Character's Id. * * COMPONENT TYPE: CharacterEquipment */ readonly characterEquipment: ConditionalComponent>; /** * Items available from Kiosks that are available to a specific character as * opposed to the account as a whole. It must be combined with data from the * profileKiosks property to get a full picture of the character's available items * to check out of a kiosk. * * This component returns information about what Kiosk items are available to you * on a *Character* level. Usually, kiosk items will be earned for the entire * Profile (all characters) at once. To find those, look in the profileKiosks * property. * * COMPONENT TYPE: Kiosks */ readonly characterKiosks: ConditionalComponent>; /** * When sockets refer to reusable Plug Sets (see DestinyPlugSetDefinition for more * info), this is the set of plugs and their states, per character, that are * character-scoped. * * This comes back with ItemSockets, as it is needed for a complete picture of the * sockets on requested items. * * COMPONENT TYPE: ItemSockets */ readonly characterPlugSets: ConditionalComponent>; /** * Do you ever get the feeling that a system was designed *too* flexibly? That it * can be used in so many different ways that you end up being unable to provide an * easy to use abstraction for the mess that's happening under the surface? * * Let's talk about character-specific data that might be related to items without * instances. These two statements are totally unrelated, I promise. * * At some point during D2, it was decided that items - such as Bounties - could be * given to characters and *not* have instance data, but that *could* display and * even use relevant state information on your account and character. * * Up to now, any item that had meaningful dependencies on character or account * state had to be instanced, and thus "itemComponents" was all that you needed: it * was keyed by item's instance IDs and provided the stateful information you * needed inside. * * Unfortunately, we don't live in such a magical world anymore. This is * information held on a per-character basis about non-instanced items that the * characters have in their inventory - or that reference character-specific state * information even if it's in Account-level inventory - and the values related to * that item's state in relation to the given character. * * To give a concrete example, look at a Moments of Triumph bounty. They exist in a * character's inventory, and show/care about a character's progression toward * completing the bounty. But the bounty itself is a non-instanced item, like a mod * or a currency. This returns that data for the characters who have the bounty in * their inventory. * * I'm not crying, you're crying Okay we're both crying but it's going to be okay I * promise Actually I shouldn't promise that, I don't know if it's going to be okay */ readonly characterUninstancedItemComponents: { [key: string]: DestinyBaseItemComponentSetOfuint32; }; /** COMPONENT TYPE: PresentationNodes */ readonly characterPresentationNodes: ConditionalComponent>; /** COMPONENT TYPE: Records */ readonly characterRecords: ConditionalComponent>; /** COMPONENT TYPE: Collectibles */ readonly characterCollectibles: ConditionalComponent>; /** COMPONENT TYPE: StringVariables */ readonly characterStringVariables: ConditionalComponent>; /** COMPONENT TYPE: Craftables */ readonly characterCraftables: ConditionalComponent>; /** * Information about instanced items across all returned characters, keyed by the * item's instance ID. * * COMPONENT TYPE: [See inside the DestinyItemComponentSet contract for component * types.] */ readonly itemComponents: DestinyItemComponentSetOfint64; /** * A "lookup" convenience component that can be used to quickly check if the * character has access to items that can be used for purchasing. * * COMPONENT TYPE: CurrencyLookups */ readonly characterCurrencyLookups: ConditionalComponent>; }