DestinyActivityDefinition class
The static data about Activities in Destiny 2.
Note that an Activity must be combined with an ActivityMode to know - from a Gameplay perspective - what the user is "Playing".
In most PvE activities, this is fairly straightforward. A Story Activity can only be played in the Story Activity Mode.
However, in PvP activities, the Activity alone only tells you the map being played, or the Playlist that the user chose to enter. You'll need to know the Activity Mode they're playing to know that they're playing Mode X on Map Y.
Activity Definitions tell a great deal of information about what could be relevant to a user: what rewards they can earn, what challenges could be performed, what modifiers could be applied. To figure out which of these properties is actually live, you'll need to combine the definition with "Live" data from one of the Destiny endpoints.
Activities also have Activity Types, but unfortunately in Destiny 2 these are even less reliable of a source of information than they were in Destiny 1. I will be looking into ways to provide more reliable sources for type information as time goes on, but for now we're going to have to deal with the limitations. See DestinyActivityTypeDefinition for more information.
Constructors
Properties
-
activityGraphList
↔ List<
DestinyActivityGraphListEntryDefinition> -
Unfortunately, in practice this is almost never populated. In theory, this is
supposed to tell which Activity Graph to show if you bring up the director while
in this activity.
read / write
- activityLevel ↔ int
-
The difficulty level of the activity.
read / write
- activityLightLevel ↔ int
-
The recommended light level for this activity.
read / write
-
activityLocationMappings
↔ List<
DestinyEnvironmentLocationMapping> -
A list of location mappings that are affected by this activity. Pulled out of
DestinyLocationDefinitions for our/your lookup convenience.
read / write
-
activityModeHashes
↔ List<
int> -
The hash identifiers for Activity Modes relevant to this activity. Note that if
this is a playlist, the specific playlist entry chosen will determine the actual
activity modes that end up being relevant. [...]
read / write
-
activityModeTypes
↔ List<
DestinyActivityModeType> -
The activity modes - if any - in enum form. Because we can't seem to escape the
enums.
read / write
- activityTypeHash ↔ int
-
The hash identifier for the Activity Type of this Activity. You may use it to
look up the DestinyActivityTypeDefinition for human readable info, but be
forewarned: Playlists and many PVP Map Activities will map to generic Activity
Types. You'll have to use your knowledge of the Activity Mode being played to
get more specific information about what the user is playing. [...]
read / write
-
challenges
↔ List<
DestinyActivityChallengeDefinition> -
An activity can have many Challenges, of which any subset of them may be active
for play at any given period of time. This gives the information about the
challenges and data that we use to understand when they're active and what
rewards they provide. Sadly, at the moment there's no central definition for
challenges: much like "Skulls" were in Destiny 1, these are defined on
individual activities and there can be many duplicates/near duplicates across
the Destiny 2 ecosystem. I have it in mind to centralize these in a future
revision of the API, but we are out of time.
read / write
- destinationHash ↔ int
-
The hash identifier for the Destination on which this Activity is played. Use it
to look up the DestinyDestinationDefinition for human readable info about the
destination. A Destination can be thought of as a more specific location than a "
Place". For instance, if the "Place" is Earth, the "Destination" would be a
specific city or region on Earth. [...]
read / write
- directActivityModeHash ↔ int
-
If this activity had an activity mode directly defined on it, this will be the
hash of that mode. [...]
read / write
- directActivityModeType ↔ int
-
If the activity had an activity mode directly defined on it, this will be the
enum value of that mode.
read / write
- displayProperties ↔ int
-
The title, subtitle, and icon for the activity. We do a little post-processing
on this to try and account for Activities where the designers have left this
data too minimal to determine what activity is actually being played.
read / write
- guidedGame ↔ int
-
This block of data, if it exists, provides information about the guided game
experience and restrictions for this activity. If it doesn't exist, the game is
not able to be played as a guided game.
read / write
- hash ↔ int
-
The unique identifier for this entity. Guaranteed to be unique for the type of
entity, but not globally. [...]
read / write
- hashCode → int
-
The hash code for this object. [...]
read-only, inherited
- index ↔ int
-
The index of the entity as it was found in the investment tables.
read / write
-
insertionPoints
↔ List<
DestinyActivityInsertionPointDefinition> -
The list of phases or points of entry into an activity, along with information
we can use to determine their gating and availability.
read / write
- isPlaylist ↔ bool
-
If True, this Activity is actually a Playlist that refers to multiple possible
specific Activities and Activity Modes. For instance, a Crucible Playlist may
have references to multiple Activities (Maps) with multiple Activity Modes (
specific PvP gameplay modes). If this is true, refer to the playlistItems
property for the specific entries in the playlist.
read / write
- isPvP ↔ bool
-
If true, this activity is a PVP activity or playlist.
read / write
-
loadouts
↔ List<
DestinyActivityLoadoutRequirementSet> -
The set of all possible loadout requirements that could be active for this
activity. Only one will be active at any given time, and you can discover which
one through activity-associated data such as Milestones that have activity info
on them.
read / write
- matchmaking ↔ int
-
This block of data provides information about the Activity's matchmaking
attributes: how many people can join and such.
read / write
-
modifiers
↔ List<
DestinyActivityModifierReferenceDefinition> -
Activities can have Modifiers, as defined in DestinyActivityModifierDefinition.
These are references to the modifiers that can be applied to that activity,
along with data that we use to determine if that modifier is actually active at
any given point in time.
read / write
-
optionalUnlockStrings
↔ List<
DestinyActivityUnlockStringDefinition> -
If there are status strings related to the activity and based on internal state
of the game, account, or character, then this will be the definition of those
strings and the states needed in order for the strings to be shown.
read / write
- originalDisplayProperties ↔ int
-
The unadulterated form of the display properties, as they ought to be shown in
the Director (if the activity appears in the director).
read / write
- pgcrImage ↔ String
-
When Activities are completed, we generate a "Post-Game Carnage Report", or PGCR,
with details about what happened in that activity (how many kills someone got,
which team won, etc...) We use this image as the background when displaying PGCR
information, and often use it when we refer to the Activity in general.
read / write
- placeHash ↔ int
-
The hash identifier for the "Place" on which this Activity is played. Use it to
look up the DestinyPlaceDefinition for human readable info about the Place. A
Place is the largest-scoped concept for location information. For instance, if
the "Place" is Earth, the "Destination" would be a specific city or region on
Earth. [...]
read / write
-
playlistItems
↔ List<
DestinyActivityPlaylistItemDefinition> -
Represents all of the possible activities that could be played in the Playlist,
along with information that we can use to determine if they are active at the
present time.
read / write
- redacted ↔ bool
-
If this is true, then there is an entity with this identifier/type combination,
but BNet is not yet allowed to show it. Sorry!
read / write
- releaseIcon ↔ String
-
If the activity has an icon associated with a specific release (such as a DLC),
this is the path to that release's icon.
read / write
- releaseTime ↔ int
-
If the activity will not be visible until a specific and known time, this will
be the seconds since the Epoch when it will become visible.
read / write
-
rewards
↔ List<
DestinyActivityRewardDefinition> -
The expected possible rewards for the activity. These rewards may or may not be
accessible for an individual player based on their character state, the account
state, and even the game's state overall. But it is a useful reference for
possible rewards you can earn in the activity. These match up to rewards
displayed when you hover over the Activity in the in-game Director, and often
refer to Placeholder or "Dummy" items: items that tell you what you can earn in
vague terms rather than what you'll specifically be earning (partly because the
game doesn't even know what you'll earn specifically until you roll for it at
the end)
read / write
- runtimeType → Type
-
A representation of the runtime type of the object.
read-only, inherited
- selectionScreenDisplayProperties ↔ int
-
The title, subtitle, and icon for the activity as determined by Selection Screen
data, if there is any for this activity. There won't be data in this field if
the activity is never shown in a selection/options screen.
read / write
- tier ↔ int
-
The difficulty tier of the activity.
read / write
Methods
-
noSuchMethod(
Invocation invocation) → dynamic -
Invoked when a non-existent method or property is accessed. [...]
inherited
-
toString(
) → String -
A string representation of this object. [...]
inherited
Operators
-
operator ==(
Object other) → bool -
The equality operator. [...]
inherited