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events.ts
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events.ts
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import { PlayerInfo } from '../Game'
export enum Role {
Scout = "scout",
Soldier = "soldier",
Pyro = "pyro",
Demoman = "demoman",
Heavy = "heavyweapons",
Engineer = "engineer",
Medic = "medic",
Sniper = "sniper",
Spy = "spy"
}
export enum Team {
Red = "Red",
Blue = "Blue",
Spectator = "Spectator",
}
export enum FlagEvent {
Dropped = "dropped",
PickedUp = "picked up",
Captured = "captured",
Defended = "defended"
}
export enum Building {
Sentry = "OBJ_SENTRYGUN",
Dispenser = "OBJ_DISPENSER",
Teleporter = "OBJ_TELEPORTER"
}
export interface IStats {
[index: string]: any
identifier: string
onKill?(event: IKillEvent): void
onDamage?(event: IDamageEvent): void
onHeal?(event: IHealEvent): void
onShot?(event: IShotEvent): void
onShotHit?(event: IShotHitEvent): void
onAssist?(event: IAssistEvent): void
onPickup?(event: IPickupEvent): void
onSuicide?(event: ISuicideEvent): void
onRole?(event: IRoleEvent): void
onSpawn?(event: ISpawnEvent): void
onCapture?(event: ICaptureEvent): void
onFlag?(event: IFlagEvent): void
onMedicDeath?(event: IMedicDeathEvent): void
onRoundStart?(event: IRoundStartEvent): void
onRoundEnd?(event: IRoundEndEvent): void
onMiniRoundStart?(event: IRoundStartEvent): void
onMiniRoundSelected?(event: IMiniRoundSelected): void
onMiniRoundWin?(event: IMiniRoundWin): void
onMiniRoundLength?(event: IRoundLengthEvent): void
onRoundSetupBegin?(event: IRoundSetupBegin): void
onRoundSetupEnd?(event: IRoundSetupEnd): void
onScore?(event: IRoundScoreEvent): void
onGameOver?(event: IGameOverEvent): void
onJoinTeam?(event: IJoinTeamEvent): void
onDisconnect?(event: IDisconnectEvent): void
onCharge?(event: IChargeEvent): void
onChat?(event: IChatEvent): void
onBuild?(event: IBuildEvent): void
onObjectDestroyed?(event: IObjectDestroyedEvent): void
onPause?(event: IPauseEvent): void
onUnpause?(event: IUnpauseEvent): void
onMapLoad?(event: IMapLoadEvent): void
onFirstHeal?(event: IFirstHealEvent): void
onChargeReady?(event: IChargeReadyEvent): void
onChargeEnded?(event: IChargeEndedEvent): void
onMedicDeathEx?(event: IMedicDeathExEvent): void
onEmptyUber?(event: IEmptyUberEvent): void
onLostUberAdv?(event: ILostUberAdvantageEvent): void
onTriggered?(event: ITriggeredEvent): void
}
export interface IEvent {
timestamp: number
}
export interface IKillEvent extends IEvent {
attacker: PlayerInfo
victim: PlayerInfo
weapon: string | undefined
feignDeath: boolean
headshot: boolean
backstab: boolean
height: number | undefined
}
export interface IDamageEvent extends IEvent {
attacker: PlayerInfo
victim: PlayerInfo | null
damage: number
realDamage: number
healing: number
weapon: string | undefined
headshot: boolean
airshot: boolean
height: number | undefined
}
export interface IHealEvent extends IEvent {
healer: PlayerInfo
target: PlayerInfo
healing: number
}
export interface IShotEvent extends IEvent {
player: PlayerInfo
weapon: string
}
export interface IShotHitEvent extends IEvent {
player: PlayerInfo
weapon: string
}
export interface IAssistEvent extends IEvent {
assister: PlayerInfo
victim: PlayerInfo
attackerPosition: string | null
assisterPosition: string | null
victimPosition: string | null
}
export interface IPickupEvent extends IEvent {
player: PlayerInfo
item: string
healing: number | null
}
export interface IFlagEvent extends IEvent {
player: PlayerInfo
type: FlagEvent
position: string | null
}
export interface ISuicideEvent extends IEvent {
player: PlayerInfo
}
export interface IRoleEvent extends IEvent {
player: PlayerInfo
role: Role
}
export interface ISpawnEvent extends IEvent {
player: PlayerInfo
role: Role
}
export interface ICaptureEvent extends IEvent {
team: Team,
pointId: number,
pointName: string,
numCappers: number,
players: PlayerInfo[]
}
export interface IMedicDeathEvent extends IEvent {
attacker: PlayerInfo
victim: PlayerInfo
isDrop: boolean
}
export interface IMedicDeathExEvent extends IEvent {
player: PlayerInfo,
uberpct: number
}
export interface IMiniRoundSelected extends IEvent {
round: string
}
export interface IWorldTriggeredEvent extends IEvent { }
export interface IRoundStartEvent extends IEvent { }
export interface IRoundEndEvent extends IEvent {
type: "Win" | "Stalemate"
winner: Team | null
}
export interface IMiniRoundWin extends IRoundEndEvent {
type: "Win",
round: string
}
export interface IRoundSetupBegin extends IEvent { }
export interface IRoundSetupEnd extends IEvent { }
export interface IRoundLengthEvent extends IEvent {
lengthInSeconds: number
}
export interface IRoundScoreEvent extends IEvent {
team: Team
score: number
}
export interface IGameOverEvent extends IEvent {
reason: string
}
export interface IJoinTeamEvent extends IEvent {
player: PlayerInfo
newTeam: Team
}
export interface IDisconnectEvent extends IEvent {
player: PlayerInfo
reason: string
}
export interface IChargeEvent extends IEvent {
player: PlayerInfo,
medigunType: string
}
export interface IFirstHealEvent extends IEvent {
player: PlayerInfo,
time: number
}
export interface IChargeReadyEvent extends IEvent {
player: PlayerInfo,
}
export interface IChargeEndedEvent extends IEvent {
player: PlayerInfo,
duration: number
}
export interface IEmptyUberEvent extends IEvent {
player: PlayerInfo,
}
export interface ILostUberAdvantageEvent extends IEvent {
player: PlayerInfo,
time: number
}
export interface IChatEvent extends IEvent {
player: PlayerInfo
message: string
}
export interface IBuildEvent extends IEvent {
player: PlayerInfo
builtObject: Building
position: string | null
}
export interface IObjectDestroyedEvent extends IEvent {
attacker: PlayerInfo
builtObject: Building
objectOwner: PlayerInfo
weapon: string | undefined
attackerPosition: string | null
assist: boolean
assistPositon: string | null
}
export interface IPauseEvent extends IEvent { }
export interface IUnpauseEvent extends IEvent { }
export interface IMapLoadEvent extends IEvent {
mapName: string
}
export interface ITriggeredEvent extends IEvent {
player: PlayerInfo
}