@rpgjs/server 5.0.0-alpha.10 → 5.0.0-alpha.12
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/Gui/DialogGui.d.ts +4 -0
- package/dist/Gui/index.d.ts +1 -0
- package/dist/Player/ParameterManager.d.ts +348 -27
- package/dist/Player/Player.d.ts +11 -30
- package/dist/index.d.ts +2 -0
- package/dist/index.js +615 -170
- package/dist/index.js.map +1 -1
- package/dist/rooms/map.d.ts +8 -0
- package/package.json +6 -6
- package/src/Gui/DialogGui.ts +7 -2
- package/src/Gui/index.ts +3 -1
- package/src/Player/ParameterManager.ts +493 -103
- package/src/Player/Player.ts +40 -45
- package/src/index.ts +3 -1
- package/src/module.ts +11 -0
- package/src/rooms/map.ts +25 -1
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import { isString, PlayerCtor } from "@rpgjs/common";
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import { signal, computed, WritableSignal, ComputedSignal } from "@signe/reactive";
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import { MAXHP, MAXSP } from "../presets";
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import { sync, type } from "@signe/sync";
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/**
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*
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*
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* This mixin provides comprehensive parameter management including:
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* - Health Points (HP) and Skill Points (SP) management
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* - Experience and level progression system
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* - Custom parameter creation and modification
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* - Parameter modifiers for temporary stat changes
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* Interface for Parameter Manager functionality
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*
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*
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*
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* @returns A new class that extends the base with parameter management capabilities
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*
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* @example
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* ```ts
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* class MyPlayer extends WithParameterManager(BasePlayer) {
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* constructor() {
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* super();
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* this.addParameter('strength', { start: 10, end: 100 });
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* }
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* }
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* ```
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* Provides comprehensive parameter management including health points (HP), skill points (SP),
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* experience and level progression, custom parameters, and parameter modifiers.
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*/
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export interface IParameterManager {
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/**
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* ```ts
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* player.initialLevel = 5
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* ```
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*
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* @title Set initial level
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* @prop {number} player.initialLevel
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* @default 1
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* @memberof ParameterManager
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* */
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initialLevel: number;
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/**
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* ```ts
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* player.finalLevel = 50
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* ```
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*
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* @title Set final level
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* @prop {number} player.finalLevel
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* @default 99
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* @memberof ParameterManager
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* */
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finalLevel: number;
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/**
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* With Object-based syntax, you can use following options:
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* - `basis: number`
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* - `extra: number`
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* - `accelerationA: number`
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* - `accelerationB: number`
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* @title Change Experience Curve
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* @prop {object} player.expCurve
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* @default
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* ```ts
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* {
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* basis: 30,
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* extra: 20,
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* accelerationA: 30,
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* accelerationB: 30
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* }
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* ```
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* @memberof ParameterManager
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* */
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expCurve: {
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basis: number,
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extra: number,
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accelerationA: number
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accelerationB: number
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};
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/**
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* Changes the health points
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* - Cannot exceed the MaxHP parameter
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* - Cannot have a negative value
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* - If the value is 0, a hook named `onDead()` is called in the RpgPlayer class.
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*
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* ```ts
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* player.hp = 100
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* ```
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* @title Change HP
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* @prop {number} player.hp
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* @default MaxHPValue
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* @memberof ParameterManager
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* */
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hp: number;
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/**
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* Changes the skill points
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* - Cannot exceed the MaxSP parameter
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* - Cannot have a negative value
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*
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* ```ts
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* player.sp = 200
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* ```
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* @title Change SP
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* @prop {number} player.sp
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* @default MaxSPValue
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* @memberof ParameterManager
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* */
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sp: number;
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/**
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* Changing the player's experience.
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* ```ts
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* player.exp += 100
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* ```
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*
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* Levels are based on the experience curve.
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*
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* ```ts
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* console.log(player.level) // 1
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* console.log(player.expForNextlevel) // 150
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* player.exp += 160
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* console.log(player.level) // 2
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* ```
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*
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* @title Change Experience
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* @prop {number} player.exp
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* @default 0
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* @memberof ParameterManager
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* */
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exp: number;
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/**
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* Changing the player's level.
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*
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* ```ts
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* player.level += 1
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* ```
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*
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* The level will be between the initial level given by the `initialLevel` and final level given by `finalLevel`
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*
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* ```ts
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* player.finalLevel = 50
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* player.level = 60
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* console.log(player.level) // 50
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* ```
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*
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* @title Change Level
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* @prop {number} player.level
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* @default 1
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* @memberof ParameterManager
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* */
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level: number;
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/**
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* ```ts
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* console.log(player.expForNextlevel) // 150
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* ```
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* @title Experience for next level ?
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* @prop {number} player.expForNextlevel
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* @readonly
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* @memberof ParameterManager
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* */
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readonly expForNextlevel: number;
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/**
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* Read the value of a parameter. Put the name of the parameter.
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*
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* ```ts
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* import { Presets } from '@rpgjs/server'
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*
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* const { MAXHP } = Presets
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*
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* console.log(player.param[MAXHP])
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* ```
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*
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* > Possible to use the `player.getParamValue(name)` method instead
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* @title Get Param Value
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* @prop {object} player.param
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* @readonly
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* @memberof ParameterManager
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* */
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readonly param: { [key: string]: number };
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/**
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* Direct parameter modifiers (reactive signal)
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*
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* > It is important that these parameters have been created beforehand with the `addParameter()` method.
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* > By default, the following settings have been created:
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* - maxhp
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* - maxsp
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* - str
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* - int
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* - dex
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* - agi
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*
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* **Object Key**
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*
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* The key of the object is the name of the parameter
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*
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* > The good practice is to retrieve the name coming from a constant
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*
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* **Object Value**
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*
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* The value of the key is an object containing:
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* ```
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* {
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* value: number,
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* rate: number
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* }
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* ```
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*
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* - value: Adds a number to the parameter
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* - rate: Adds a rate to the parameter
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*
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* > Note that you can put both (value and rate)
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*
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* This property uses reactive signals - changes automatically trigger parameter recalculation.
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* The final parameter values in `param` include aggregated modifiers from equipment, states, etc.
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*
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* @prop {Object} [paramsModifier]
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* @example
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*
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* ```ts
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* import { Presets } from '@rpgjs/server'
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*
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* const { MAXHP } = Presets
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*
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* // Set direct modifiers (reactive)
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* player.paramsModifier = {
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* [MAXHP]: {
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* value: 100
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* }
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* }
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*
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* // Parameters automatically recalculate
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* console.log(player.param[MAXHP]); // Updated value
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* ```
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*
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* @title Set Parameters Modifier
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* @prop {object} paramsModifier
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* @memberof ParameterManager
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* */
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paramsModifier: {
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[key: string]: {
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value?: number,
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rate?: number
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}
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};
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/**
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* Get or set the parameters object
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*
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* @prop {object} parameters
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* @memberof ParameterManager
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*/
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parameters: { [key: string]: { start: number, end: number } };
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/**
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* Get the value of a specific parameter by name
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*
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* @deprecated Use `player.param[name]` instead for better reactivity
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* @param name - The name of the parameter to get
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* @returns The calculated parameter value
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*
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* @example
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* ```ts
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* import { Presets } from '@rpgjs/server'
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*
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* const { MAXHP } = Presets
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*
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* // Preferred way (reactive)
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* const maxHp = player.param[MAXHP];
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*
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* // Legacy way (still works)
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* const maxHp = player.getParamValue(MAXHP);
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* ```
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*/
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getParamValue(name: string): number;
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/**
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* Give a new parameter. Give a start value and an end value.
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* The start value will be set to the level set at `player.initialLevel` and the end value will be linked to the level set at `player.finalLevel`.
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*
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* ```ts
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* const SPEED = 'speed'
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*
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* player.addParameter(SPEED, {
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* start: 10,
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* end: 100
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* })
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*
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* player.param[SPEED] // 10
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* player.level += 5
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* player.param[SPEED] // 14
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* ```
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*
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* @title Add custom parameters
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* @method player.addParameter(name,curve)
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* @param {string} name - The name of the parameter
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* @param {object} curve - Scheme of the object: { start: number, end: number }
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* @returns {void}
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* @memberof ParameterManager
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* */
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addParameter(name: string, curve: { start: number, end: number }): void;
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/**
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* Gives back in percentage of health points to skill points
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*
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* ```ts
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* import { Presets } from '@rpgjs/server'
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*
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* const { MAXHP } = Presets
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*
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* console.log(player.param[MAXHP]) // 800
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* player.hp = 100
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* player.recovery({ hp: 0.5 }) // = 800 * 0.5
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* console.log(player.hp) // 400
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* ```
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*
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* @title Recovery HP and/or SP
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* @method player.recovery(params)
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* @param {object} params - Scheme of the object: { hp: number, sp: number }. The values of the numbers must be in 0 and 1
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* @returns {void}
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* @memberof ParameterManager
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* */
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recovery(params: { hp?: number, sp?: number }): void;
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/**
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* restores all HP and SP
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*
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* ```ts
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* import { Presets } from '@rpgjs/server'
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*
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* const { MAXHP, MAXSP } = Presets
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*
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* console.log(player.param[MAXHP], player.param[MAXSP]) // 800, 230
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* player.hp = 100
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* player.sp = 0
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* player.allRecovery()
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* console.log(player.hp, player.sp) // 800, 230
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|
+
* ```
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+
*
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+
* @title All Recovery
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+
* @method player.allRecovery()
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|
+
* @returns {void}
|
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+
* @memberof ParameterManager
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* */
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+
allRecovery(): void;
|
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|
+
}
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+
|
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28
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|
/**
|
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|
-
* Parameter Manager Mixin
|
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|
+
* Parameter Manager Mixin with Reactive Signals
|
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|
+
*
|
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|
+
* Provides comprehensive parameter management functionality using reactive signals from `@signe/reactive`.
|
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|
+
* This mixin handles health points (HP), skill points (SP), experience and level progression,
|
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+
* custom parameters, and parameter modifiers with automatic reactivity.
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30
341
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*
|
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|
-
*
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|
-
*
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|
-
*
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|
+
* **Key Features:**
|
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|
+
* - ✨ **Reactive Parameters**: All parameters automatically recalculate when level or modifiers change
|
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344
|
+
* - 🚀 **Performance Optimized**: Uses computed signals to avoid unnecessary recalculations
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|
+
* - 🔄 **Real-time Updates**: Changes propagate automatically throughout the system
|
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346
|
+
* - 🎯 **Type Safe**: Full TypeScript support with proper type inference
|
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34
347
|
*
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348
|
+
* @template TBase - The base class constructor type
|
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35
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* @param Base - The base class to extend with parameter management
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|
-
* @returns Extended class with parameter management methods
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|
+
* @returns Extended class with reactive parameter management methods
|
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37
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*
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38
352
|
* @example
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39
353
|
* ```ts
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40
354
|
* class MyPlayer extends WithParameterManager(BasePlayer) {
|
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41
355
|
* constructor() {
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42
356
|
* super();
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|
+
*
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358
|
+
* // Add custom parameters
|
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43
359
|
* this.addParameter('strength', { start: 10, end: 100 });
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360
|
+
* this.addParameter('magic', { start: 5, end: 80 });
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44
361
|
* }
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|
* }
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|
*
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47
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|
* const player = new MyPlayer();
|
|
48
|
-
*
|
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|
+
*
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366
|
+
* // Reactive parameter updates
|
|
49
367
|
* player.level = 5;
|
|
368
|
+
* console.log(player.param.strength); // Automatically calculated for level 5
|
|
369
|
+
*
|
|
370
|
+
* // Reactive modifiers
|
|
371
|
+
* player.paramsModifier = {
|
|
372
|
+
* [MAXHP]: { value: 100, rate: 1.2 }
|
|
373
|
+
* };
|
|
374
|
+
* console.log(player.param[MAXHP]); // Automatically includes modifiers
|
|
50
375
|
* ```
|
|
51
376
|
*/
|
|
52
377
|
export function WithParameterManager<TBase extends PlayerCtor>(Base: TBase) {
|
|
53
378
|
return class extends Base {
|
|
54
|
-
|
|
379
|
+
/**
|
|
380
|
+
* Signal for parameter modifiers - allows reactive updates when modifiers change
|
|
381
|
+
*
|
|
382
|
+
* This signal tracks temporary parameter modifications from equipment, states, etc.
|
|
383
|
+
* When updated, it automatically triggers recalculation of all computed parameters.
|
|
384
|
+
*
|
|
385
|
+
* @example
|
|
386
|
+
* ```ts
|
|
387
|
+
* // Set modifier that adds 100 to MaxHP
|
|
388
|
+
* player.paramsModifier = {
|
|
389
|
+
* [MAXHP]: { value: 100 }
|
|
390
|
+
* };
|
|
391
|
+
*
|
|
392
|
+
* // Parameters automatically recalculate
|
|
393
|
+
* console.log(player.param[MAXHP]); // Updated value
|
|
394
|
+
* ```
|
|
395
|
+
*/
|
|
396
|
+
private _paramsModifierSignal = signal<{
|
|
55
397
|
[key: string]: {
|
|
56
398
|
value?: number,
|
|
57
399
|
rate?: number
|
|
58
400
|
}
|
|
59
|
-
}
|
|
401
|
+
}>({})
|
|
60
402
|
|
|
61
|
-
|
|
62
|
-
|
|
63
|
-
|
|
64
|
-
|
|
403
|
+
/**
|
|
404
|
+
* Signal for base parameters configuration
|
|
405
|
+
*
|
|
406
|
+
* Stores the start and end values for each parameter's level curve.
|
|
407
|
+
* Changes to this signal trigger recalculation of all parameter values.
|
|
408
|
+
*/
|
|
409
|
+
private _parametersSignal = signal<{
|
|
410
|
+
[key: string]: {
|
|
411
|
+
start: number,
|
|
412
|
+
end: number
|
|
413
|
+
}
|
|
414
|
+
}>({})
|
|
415
|
+
|
|
416
|
+
/**
|
|
417
|
+
* Computed signal for all parameter values
|
|
418
|
+
*
|
|
419
|
+
* Automatically recalculates all parameter values when level or modifiers change.
|
|
420
|
+
* This provides reactive parameter updates throughout the system.
|
|
421
|
+
*
|
|
422
|
+
* @example
|
|
423
|
+
* ```ts
|
|
424
|
+
* // Access reactive parameters
|
|
425
|
+
* const maxHp = player.param[MAXHP]; // Always current value
|
|
426
|
+
*
|
|
427
|
+
* // Parameters update automatically when level changes
|
|
428
|
+
* player.level = 10;
|
|
429
|
+
* console.log(player.param[MAXHP]); // New calculated value
|
|
430
|
+
* ```
|
|
431
|
+
*/
|
|
432
|
+
_param = type(computed(() => {
|
|
433
|
+
const obj = {}
|
|
434
|
+
const parameters = this._parametersSignal()
|
|
435
|
+
const level = this._level()
|
|
436
|
+
|
|
437
|
+
for (const [name, paramConfig] of Object.entries(parameters)) {
|
|
438
|
+
let curveVal = Math.floor((paramConfig.end - paramConfig.start) * ((level - 1) / (this.finalLevel - this.initialLevel))) + paramConfig.start
|
|
439
|
+
|
|
440
|
+
// Apply modifiers from equipment, states, etc.
|
|
441
|
+
const allModifiers = this._getAggregatedModifiers()
|
|
442
|
+
const modifier = allModifiers[name]
|
|
443
|
+
if (modifier) {
|
|
444
|
+
if (modifier.rate) curveVal *= modifier.rate
|
|
445
|
+
if (modifier.value) curveVal += modifier.value
|
|
446
|
+
}
|
|
447
|
+
|
|
448
|
+
obj[name] = curveVal
|
|
449
|
+
}
|
|
450
|
+
|
|
451
|
+
return obj
|
|
452
|
+
}) as any, '_param', {}, this as any)
|
|
453
|
+
|
|
454
|
+
/**
|
|
455
|
+
* Aggregates parameter modifiers from all sources (direct modifiers, states, equipment)
|
|
456
|
+
*
|
|
457
|
+
* This method combines modifiers from multiple sources and calculates the final
|
|
458
|
+
* modifier values for each parameter. It handles both value and rate modifiers.
|
|
459
|
+
*
|
|
460
|
+
* @returns Aggregated parameter modifiers
|
|
461
|
+
*
|
|
462
|
+
* @example
|
|
463
|
+
* ```ts
|
|
464
|
+
* // Internal usage - gets modifiers from all sources
|
|
465
|
+
* const modifiers = this._getAggregatedModifiers();
|
|
466
|
+
* console.log(modifiers[MAXHP]); // { value: 100, rate: 1.2 }
|
|
467
|
+
* ```
|
|
468
|
+
*/
|
|
469
|
+
private _getAggregatedModifiers(): { [key: string]: { value?: number, rate?: number } } {
|
|
470
|
+
const params = {}
|
|
471
|
+
const paramsAvg = {}
|
|
472
|
+
|
|
473
|
+
const changeParam = (paramsModifier) => {
|
|
474
|
+
for (let key in paramsModifier) {
|
|
475
|
+
const { rate, value } = paramsModifier[key]
|
|
476
|
+
if (!params[key]) params[key] = { rate: 0, value: 0 }
|
|
477
|
+
if (!paramsAvg[key]) paramsAvg[key] = 0
|
|
478
|
+
if (value) params[key].value += value
|
|
479
|
+
if (rate !== undefined) params[key].rate += rate
|
|
480
|
+
paramsAvg[key]++
|
|
481
|
+
}
|
|
482
|
+
}
|
|
483
|
+
|
|
484
|
+
const getModifier = (prop) => {
|
|
485
|
+
if (!isString(prop)) {
|
|
486
|
+
changeParam(prop)
|
|
487
|
+
return
|
|
488
|
+
}
|
|
489
|
+
for (let el of this[prop]()) {
|
|
490
|
+
if (!el.paramsModifier) continue
|
|
491
|
+
changeParam(el.paramsModifier)
|
|
492
|
+
}
|
|
493
|
+
}
|
|
494
|
+
|
|
495
|
+
// Aggregate modifiers from all sources
|
|
496
|
+
getModifier(this._paramsModifierSignal())
|
|
497
|
+
getModifier('states')
|
|
498
|
+
getModifier('equipments')
|
|
499
|
+
|
|
500
|
+
// Average the rates
|
|
501
|
+
for (let key in params) {
|
|
502
|
+
params[key].rate /= paramsAvg[key]
|
|
503
|
+
}
|
|
504
|
+
|
|
505
|
+
return params
|
|
506
|
+
}
|
|
65
507
|
|
|
66
508
|
/**
|
|
67
509
|
* ```ts
|
|
@@ -135,12 +577,9 @@ export function WithParameterManager<TBase extends PlayerCtor>(Base: TBase) {
|
|
|
135
577
|
this['execMethod']('onDead')
|
|
136
578
|
val = 0
|
|
137
579
|
}
|
|
138
|
-
|
|
580
|
+
this.hpSignal.set(val)
|
|
139
581
|
}
|
|
140
582
|
|
|
141
|
-
get hp(): number {
|
|
142
|
-
return (this as any)._hp()
|
|
143
|
-
}
|
|
144
583
|
|
|
145
584
|
/**
|
|
146
585
|
* Changes the skill points
|
|
@@ -159,12 +598,10 @@ export function WithParameterManager<TBase extends PlayerCtor>(Base: TBase) {
|
|
|
159
598
|
if (val > this.param[MAXSP]) {
|
|
160
599
|
val = this.param[MAXSP]
|
|
161
600
|
}
|
|
162
|
-
this.
|
|
601
|
+
this.spSignal.set(val)
|
|
163
602
|
}
|
|
164
603
|
|
|
165
|
-
|
|
166
|
-
return this._sp()
|
|
167
|
-
}
|
|
604
|
+
|
|
168
605
|
|
|
169
606
|
/**
|
|
170
607
|
* Changing the player's experience.
|
|
@@ -276,43 +713,11 @@ export function WithParameterManager<TBase extends PlayerCtor>(Base: TBase) {
|
|
|
276
713
|
* @memberof ParameterManager
|
|
277
714
|
* */
|
|
278
715
|
get param() {
|
|
279
|
-
|
|
280
|
-
this._parameters.forEach((val, name) => {
|
|
281
|
-
obj[name] = this.getParamValue(name)
|
|
282
|
-
})
|
|
283
|
-
return obj
|
|
716
|
+
return this._param()
|
|
284
717
|
}
|
|
285
718
|
|
|
286
719
|
get paramsModifier() {
|
|
287
|
-
|
|
288
|
-
const paramsAvg = {}
|
|
289
|
-
const changeParam = (paramsModifier) => {
|
|
290
|
-
for (let key in paramsModifier) {
|
|
291
|
-
const { rate, value } = paramsModifier[key]
|
|
292
|
-
if (!params[key]) params[key] = { rate: 0, value: 0 }
|
|
293
|
-
if (!paramsAvg[key]) paramsAvg[key] = 0
|
|
294
|
-
if (value) params[key].value += value
|
|
295
|
-
if (rate !== undefined) params[key].rate += rate
|
|
296
|
-
paramsAvg[key]++
|
|
297
|
-
}
|
|
298
|
-
}
|
|
299
|
-
const getModifier = (prop) => {
|
|
300
|
-
if (!isString(prop)) {
|
|
301
|
-
changeParam(prop)
|
|
302
|
-
return
|
|
303
|
-
}
|
|
304
|
-
for (let el of this[prop]()) {
|
|
305
|
-
if (!el.paramsModifier) continue
|
|
306
|
-
changeParam(el.paramsModifier)
|
|
307
|
-
}
|
|
308
|
-
}
|
|
309
|
-
getModifier(this._paramsModifier)
|
|
310
|
-
getModifier('states')
|
|
311
|
-
getModifier('equipments')
|
|
312
|
-
for (let key in params) {
|
|
313
|
-
params[key].rate /= paramsAvg[key]
|
|
314
|
-
}
|
|
315
|
-
return params
|
|
720
|
+
return this._paramsModifierSignal()
|
|
316
721
|
}
|
|
317
722
|
|
|
318
723
|
/**
|
|
@@ -378,15 +783,15 @@ export function WithParameterManager<TBase extends PlayerCtor>(Base: TBase) {
|
|
|
378
783
|
rate?: number
|
|
379
784
|
}
|
|
380
785
|
}) {
|
|
381
|
-
this.
|
|
786
|
+
this._paramsModifierSignal.set(val)
|
|
382
787
|
}
|
|
383
788
|
|
|
384
789
|
get parameters() {
|
|
385
|
-
return this.
|
|
790
|
+
return this._parametersSignal()
|
|
386
791
|
}
|
|
387
792
|
|
|
388
793
|
set parameters(val) {
|
|
389
|
-
this.
|
|
794
|
+
this._parametersSignal.set(val)
|
|
390
795
|
}
|
|
391
796
|
|
|
392
797
|
private _expForLevel(level: number): number {
|
|
@@ -399,23 +804,8 @@ export function WithParameterManager<TBase extends PlayerCtor>(Base: TBase) {
|
|
|
399
804
|
return Math.round(basis * (Math.pow(level - 1, 0.9 + accelerationA / 250)) * level * (level + 1) / (6 + Math.pow(level, 2) / 50 / accelerationB) + (level - 1) * extra)
|
|
400
805
|
}
|
|
401
806
|
|
|
402
|
-
private getParam(name: string) {
|
|
403
|
-
const features = this._parameters.get(name)
|
|
404
|
-
if (!features) {
|
|
405
|
-
throw `Parameter ${name} not exists. Please use addParameter() before`
|
|
406
|
-
}
|
|
407
|
-
return features
|
|
408
|
-
}
|
|
409
|
-
|
|
410
807
|
getParamValue(name: string): number | never {
|
|
411
|
-
|
|
412
|
-
let curveVal = Math.floor((features.end - features.start) * ((this.level-1) / (this.finalLevel - this.initialLevel))) + features.start
|
|
413
|
-
const modifier = this.paramsModifier[name]
|
|
414
|
-
if (modifier) {
|
|
415
|
-
if (modifier.rate) curveVal *= modifier.rate
|
|
416
|
-
if (modifier.value) curveVal += modifier.value
|
|
417
|
-
}
|
|
418
|
-
return curveVal
|
|
808
|
+
return this.param[name]
|
|
419
809
|
}
|
|
420
810
|
|
|
421
811
|
/**
|
|
@@ -437,15 +827,17 @@ export function WithParameterManager<TBase extends PlayerCtor>(Base: TBase) {
|
|
|
437
827
|
*
|
|
438
828
|
* @title Add custom parameters
|
|
439
829
|
* @method player.addParameter(name,curve)
|
|
440
|
-
* @param {
|
|
441
|
-
* @param {object} curve Scheme of the object: { start: number, end: number }
|
|
830
|
+
* @param {string} name - The name of the parameter
|
|
831
|
+
* @param {object} curve - Scheme of the object: { start: number, end: number }
|
|
442
832
|
* @returns {void}
|
|
443
833
|
* @memberof ParameterManager
|
|
444
834
|
* */
|
|
445
835
|
addParameter(name: string, { start, end }: { start: number, end: number }): void {
|
|
446
|
-
this.
|
|
447
|
-
|
|
448
|
-
|
|
836
|
+
this._parametersSignal.mutate(parameters => {
|
|
837
|
+
parameters[name] = {
|
|
838
|
+
start,
|
|
839
|
+
end
|
|
840
|
+
}
|
|
449
841
|
})
|
|
450
842
|
const maxHp = this.param[MAXHP]
|
|
451
843
|
const maxSp = this.param[MAXSP]
|
|
@@ -473,7 +865,7 @@ export function WithParameterManager<TBase extends PlayerCtor>(Base: TBase) {
|
|
|
473
865
|
*
|
|
474
866
|
* @title Recovery HP and/or SP
|
|
475
867
|
* @method player.recovery(params)
|
|
476
|
-
* @param {object} params Scheme of the object: { hp: number, sp: number }. The values of the numbers must be in 0 and 1
|
|
868
|
+
* @param {object} params - Scheme of the object: { hp: number, sp: number }. The values of the numbers must be in 0 and 1
|
|
477
869
|
* @returns {void}
|
|
478
870
|
* @memberof ParameterManager
|
|
479
871
|
* */
|
|
@@ -506,6 +898,4 @@ export function WithParameterManager<TBase extends PlayerCtor>(Base: TBase) {
|
|
|
506
898
|
this.recovery({ hp: 1, sp: 1 })
|
|
507
899
|
}
|
|
508
900
|
} as unknown as TBase;
|
|
509
|
-
}
|
|
510
|
-
|
|
511
|
-
export type IParameterManager = InstanceType<ReturnType<typeof WithParameterManager>>;
|
|
901
|
+
}
|