Update quest interfaces to match quests.json (!415)
Matched quest related interfaces with the types being used in quests.json. Also made some properties that weren't required into nullable types. Co-authored-by: mBarneto <4347791+m-barneto@users.noreply.github.com> Reviewed-on: https://dev.sp-tarkov.com/SPT/Server/pulls/415 Co-authored-by: Mattdokn <mattdokn@noreply.dev.sp-tarkov.com> Co-committed-by: Mattdokn <mattdokn@noreply.dev.sp-tarkov.com>
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@ -23,14 +23,14 @@ export interface IQuest {
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secretQuest: boolean;
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secretQuest: boolean;
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startedMessageText: string;
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startedMessageText: string;
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successMessageText: string;
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successMessageText: string;
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acceptPlayerMessage: string;
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acceptPlayerMessage?: string;
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declinePlayerMessage: string;
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declinePlayerMessage: string;
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completePlayerMessage: string;
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completePlayerMessage?: string;
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templateId: string;
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templateId?: string;
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rewards: IQuestRewards;
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rewards: IQuestRewards;
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/** Becomes 'AppearStatus' inside client */
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/** Becomes 'AppearStatus' inside client */
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status: string | number;
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status?: string | number;
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KeyQuest: boolean;
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KeyQuest?: boolean;
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changeQuestMessageText: string;
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changeQuestMessageText: string;
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/** "Pmc" or "Scav" */
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/** "Pmc" or "Scav" */
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side: string;
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side: string;
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@ -39,10 +39,10 @@ export interface IQuest {
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}
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}
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export interface IQuestConditionTypes {
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export interface IQuestConditionTypes {
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Started: IQuestCondition[];
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Started?: IQuestCondition[];
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AvailableForFinish: IQuestCondition[];
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AvailableForFinish: IQuestCondition[];
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AvailableForStart: IQuestCondition[];
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AvailableForStart: IQuestCondition[];
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Success: IQuestCondition[];
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Success?: IQuestCondition[];
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Fail: IQuestCondition[];
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Fail: IQuestCondition[];
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}
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}
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@ -54,9 +54,9 @@ export interface IQuestCondition {
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visibilityConditions?: IVisibilityCondition[];
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visibilityConditions?: IVisibilityCondition[];
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globalQuestCounterId?: string;
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globalQuestCounterId?: string;
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parentId?: string;
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parentId?: string;
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target: string[] | string;
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target?: string[] | string;
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value?: string | number;
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value?: string | number;
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type?: boolean;
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type?: boolean | string;
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status?: QuestStatus[];
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status?: QuestStatus[];
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availableAfter?: number;
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availableAfter?: number;
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dispersion?: number;
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dispersion?: number;
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@ -65,10 +65,10 @@ export interface IQuestCondition {
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isResetOnConditionFailed?: boolean;
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isResetOnConditionFailed?: boolean;
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isNecessary?: boolean;
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isNecessary?: boolean;
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doNotResetIfCounterCompleted?: boolean;
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doNotResetIfCounterCompleted?: boolean;
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dogtagLevel?: number;
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dogtagLevel?: number | string;
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traderId?: string;
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traderId?: string;
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maxDurability?: number;
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maxDurability?: number | string;
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minDurability?: number;
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minDurability?: number | string;
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counter?: IQuestConditionCounter;
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counter?: IQuestConditionCounter;
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plantTime?: number;
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plantTime?: number;
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zoneId?: string;
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zoneId?: string;
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@ -85,7 +85,7 @@ export interface IQuestConditionCounter {
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export interface IQuestConditionCounterCondition {
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export interface IQuestConditionCounterCondition {
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id: string;
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id: string;
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dynamicLocale: boolean;
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dynamicLocale?: boolean;
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target?: string[] | string; // TODO: some objects have an array and some are just strings, thanks bsg very cool
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target?: string[] | string; // TODO: some objects have an array and some are just strings, thanks bsg very cool
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completeInSeconds?: number;
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completeInSeconds?: number;
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energy?: IValueCompare;
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energy?: IValueCompare;
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@ -93,7 +93,7 @@ export interface IQuestConditionCounterCondition {
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hydration?: IValueCompare;
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hydration?: IValueCompare;
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time?: IValueCompare;
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time?: IValueCompare;
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compareMethod?: string;
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compareMethod?: string;
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value?: number;
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value?: number | string;
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weapon?: string[];
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weapon?: string[];
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distance?: ICounterConditionDistance;
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distance?: ICounterConditionDistance;
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equipmentInclusive?: string[][];
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equipmentInclusive?: string[][];
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@ -136,7 +136,7 @@ export interface IVisibilityCondition {
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target: string;
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target: string;
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value?: number;
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value?: number;
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dynamicLocale?: boolean;
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dynamicLocale?: boolean;
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oneSessionOnly: boolean;
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oneSessionOnly?: boolean;
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conditionType: string;
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conditionType: string;
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}
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}
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