@rpgjs/server 5.0.0-alpha.2 → 5.0.0-alpha.20
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/BattleManager.d.ts +32 -22
- package/dist/Player/ClassManager.d.ts +31 -18
- package/dist/Player/ComponentManager.d.ts +123 -0
- package/dist/Player/Components.d.ts +345 -0
- package/dist/Player/EffectManager.d.ts +40 -0
- package/dist/Player/ElementManager.d.ts +31 -0
- package/dist/Player/GoldManager.d.ts +22 -0
- package/dist/Player/GuiManager.d.ts +176 -0
- package/dist/Player/ItemFixture.d.ts +6 -0
- package/dist/Player/ItemManager.d.ts +164 -10
- package/dist/Player/MoveManager.d.ts +32 -44
- package/dist/Player/ParameterManager.d.ts +343 -14
- package/dist/Player/Player.d.ts +266 -8
- package/dist/Player/SkillManager.d.ts +27 -19
- package/dist/Player/StateManager.d.ts +28 -35
- package/dist/Player/VariableManager.d.ts +30 -0
- package/dist/RpgServer.d.ts +227 -1
- package/dist/decorators/event.d.ts +46 -0
- package/dist/decorators/map.d.ts +177 -0
- package/dist/index.d.ts +4 -0
- package/dist/index.js +17436 -18167
- package/dist/index.js.map +1 -1
- package/dist/rooms/map.d.ts +486 -8
- package/package.json +17 -15
- package/src/Gui/DialogGui.ts +7 -2
- package/src/Gui/index.ts +3 -1
- package/src/Player/BattleManager.ts +97 -38
- package/src/Player/ClassManager.ts +95 -35
- package/src/Player/ComponentManager.ts +425 -19
- package/src/Player/Components.ts +380 -0
- package/src/Player/EffectManager.ts +110 -27
- package/src/Player/ElementManager.ts +126 -25
- package/src/Player/GoldManager.ts +32 -35
- package/src/Player/GuiManager.ts +187 -140
- package/src/Player/ItemFixture.ts +4 -5
- package/src/Player/ItemManager.ts +363 -48
- package/src/Player/MoveManager.ts +323 -308
- package/src/Player/ParameterManager.ts +499 -99
- package/src/Player/Player.ts +719 -80
- package/src/Player/SkillManager.ts +44 -23
- package/src/Player/StateManager.ts +210 -95
- package/src/Player/VariableManager.ts +180 -48
- package/src/RpgServer.ts +236 -1
- package/src/core/context.ts +1 -0
- package/src/decorators/event.ts +61 -0
- package/src/decorators/map.ts +198 -0
- package/src/index.ts +5 -1
- package/src/module.ts +24 -0
- package/src/rooms/map.ts +1054 -54
- package/dist/Player/Event.d.ts +0 -0
- package/src/Player/Event.ts +0 -0
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/**
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* Component definitions for player UI elements
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*
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* This module provides factory functions to create component definitions
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* that can be displayed above or below player graphics. Components are
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* synchronized from server to client and rendered using CanvasEngine.
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*
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* ## Design
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*
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* Components are defined as data structures that describe UI elements
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* (text, bars, shapes) with their properties and layout options. The
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* server creates these definitions and they are automatically synchronized
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* to all clients on the map.
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*
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* @example
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* ```ts
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* import { Components } from '@rpgjs/server';
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*
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* // Create a text component
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* const nameComponent = Components.text('{name}');
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*
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* // Create an HP bar
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* const hpBar = Components.hpBar();
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*
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* // Set components on player
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* player.setComponentsTop([nameComponent, hpBar]);
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* ```
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*/
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export interface ComponentLayout {
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/** Width of the component block in pixels */
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width?: number;
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/** Height of the component block in pixels */
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height?: number;
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/** Margin from the top of the player in pixels */
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marginTop?: number;
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/** Margin from the bottom of the player in pixels */
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marginBottom?: number;
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/** Margin from the left of the player in pixels */
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marginLeft?: number;
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/** Margin from the right of the player in pixels */
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marginRight?: number;
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}
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export interface TextComponentOptions {
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/** Text color in hexadecimal format (e.g., '#000000') */
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fill?: string;
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/** Font size in pixels */
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fontSize?: number;
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/** Font family */
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fontFamily?: string;
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/** Font style: 'normal', 'italic', 'oblique' */
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fontStyle?: 'normal' | 'italic' | 'oblique';
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/** Font weight: 'normal', 'bold', 'bolder', 'lighter', or numeric values */
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fontWeight?: 'normal' | 'bold' | 'bolder' | 'lighter' | '100' | '200' | '300' | '400' | '500' | '600' | '700' | '800' | '900' | number;
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/** Stroke color in hexadecimal format */
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stroke?: string;
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/** Opacity between 0 and 1 */
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opacity?: number;
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/** Word wrap */
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wordWrap?: boolean;
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/** Text alignment */
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align?: 'left' | 'center' | 'right' | 'justify';
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}
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export interface BarComponentOptions {
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/** Background color in hexadecimal format */
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bgColor?: string;
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/** Fill color in hexadecimal format */
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fillColor?: string;
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/** Border color in hexadecimal format */
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borderColor?: string;
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/** Border width */
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borderWidth?: number;
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/** Height of the bar in pixels */
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height?: number;
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/** Width of the bar in pixels */
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width?: number;
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/** Border radius */
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borderRadius?: number;
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/** Opacity between 0 and 1 */
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opacity?: number;
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}
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export interface ShapeComponentOptions {
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/** Fill color in hexadecimal format */
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fill: string;
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/** Type of shape */
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type: 'circle' | 'rectangle' | 'ellipse' | 'polygon' | 'line' | 'rounded-rectangle';
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/** Radius (for circle) */
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radius?: number | string;
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/** Width (for rectangle, ellipse) */
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width?: number | string;
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/** Height (for rectangle, ellipse) */
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height?: number | string;
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/** X1 position (for line) */
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x1?: number | string;
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/** Y1 position (for line) */
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y1?: number | string;
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/** X2 position (for line) */
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x2?: number | string;
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/** Y2 position (for line) */
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y2?: number | string;
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/** Points array (for polygon) */
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points?: number[];
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/** Opacity between 0 and 1 */
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opacity?: number | string;
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/** Line/border style */
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line?: {
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color?: string;
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width?: number;
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alpha?: number;
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};
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}
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export type ComponentDefinition =
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| { type: 'text'; value: string; style?: TextComponentOptions }
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| { type: 'hpBar'; style?: BarComponentOptions; text?: string | null }
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| { type: 'spBar'; style?: BarComponentOptions; text?: string | null }
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| { type: 'bar'; current: string; max: string; style?: BarComponentOptions; text?: string | null }
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| { type: 'shape'; value: ShapeComponentOptions }
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| { type: 'image'; value: string }
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| { type: 'tile'; value: number | string };
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export type ComponentInput = ComponentDefinition | ComponentDefinition[] | ComponentDefinition[][];
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/**
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* Components factory for creating component definitions
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*
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* Provides factory methods to create various UI components that can be
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* displayed above or below player graphics. Components support template
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* strings with placeholders like {name}, {hp}, etc. that are replaced
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* with actual player property values on the client.
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*
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* @example
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* ```ts
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* // Create a text component
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* Components.text('Player: {name}');
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*
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* // Create an HP bar with custom text
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* Components.hpBar({}, '{$percent}%');
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*
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* // Create a custom bar
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* Components.bar('wood', 'param.maxWood');
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* ```
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*/
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export const Components = {
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/**
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* Create a text component
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*
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* Creates a text component that displays text with optional styling.
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* Supports template strings with placeholders like {name}, {hp}, etc.
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* that are replaced with actual player property values.
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*
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* ## Design
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*
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* Text components use template strings to allow dynamic content without
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* resending the entire component structure when values change. Only the
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* property values are synchronized, reducing bandwidth usage.
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*
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* @param text - Text to display, can include placeholders like {name}, {hp}
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* @param options - Text styling options
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* @returns Component definition for text
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*
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* @example
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* ```ts
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* // Simple text
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* Components.text('Player Name');
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*
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* // Text with placeholder
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* Components.text('{name}');
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*
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* // Text with styling
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* Components.text('{name}', {
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* fill: '#000000',
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* fontSize: 20
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* });
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* ```
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*/
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text(value: string, style?: TextComponentOptions): ComponentDefinition {
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return {
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type: 'text',
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value,
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style
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};
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},
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/**
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* Create an HP bar component
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*
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* Creates a health point bar that automatically displays the player's
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* current HP relative to their maximum HP. The bar updates automatically
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* as HP changes.
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*
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* ## Design
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*
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* HP bars read from the player's hp and param.maxHp properties. The
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* bar can optionally display text above it showing current, max, or
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* percentage values.
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*
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* @param options - Bar styling options
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* @param text - Optional text to display above the bar. Can use placeholders:
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* - {$current} - Current HP value
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* - {$max} - Maximum HP value
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* - {$percent} - Percentage value
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* Set to null to hide text
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* @returns Component definition for HP bar
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*
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* @example
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* ```ts
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* // Simple HP bar
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* Components.hpBar();
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*
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* // HP bar with percentage text
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* Components.hpBar({}, '{$percent}%');
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*
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* // HP bar with custom styling
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* Components.hpBar({
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* fillColor: '#ff0000',
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* height: 8
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* });
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* ```
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*/
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hpBar(style?: BarComponentOptions, text?: string | null): ComponentDefinition {
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return {
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type: 'hpBar',
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style,
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text: text ?? undefined
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};
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},
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/**
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* Create an SP bar component
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*
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* Creates a skill point bar that automatically displays the player's
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* current SP relative to their maximum SP. The bar updates automatically
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* as SP changes.
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*
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* @param style - Bar styling options
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* @param text - Optional text to display above the bar. Can use placeholders:
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* - {$current} - Current SP value
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* - {$max} - Maximum SP value
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* - {$percent} - Percentage value
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* Set to null to hide text
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* @returns Component definition for SP bar
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*
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* @example
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* ```ts
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* // Simple SP bar
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* Components.spBar();
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*
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* // SP bar with text
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* Components.spBar({}, 'SP: {$current}/{$max}');
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* ```
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*/
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spBar(style?: BarComponentOptions, text?: string | null): ComponentDefinition {
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return {
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type: 'spBar',
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style,
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text: text ?? undefined
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};
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},
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/**
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* Create a custom bar component
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*
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* Creates a bar that displays a custom property value relative to a maximum.
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* Useful for displaying custom resources like wood, mana, energy, etc.
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*
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* @param current - Property path for current value (e.g., 'wood', 'mana')
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* @param max - Property path for maximum value (e.g., 'param.maxWood', 'param.maxMana')
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* @param style - Bar styling options
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* @param text - Optional text to display above the bar. Can use placeholders:
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* - {$current} - Current value
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* - {$max} - Maximum value
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* - {$percent} - Percentage value
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* Set to null to hide text
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* @returns Component definition for custom bar
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*
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* @example
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* ```ts
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* // Bar for custom property
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* Components.bar('wood', 'param.maxWood');
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*
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* // Bar with text
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* Components.bar('mana', 'param.maxMana', {}, 'Mana: {$current}/{$max}');
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* ```
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*/
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bar(current: string, max: string, style?: BarComponentOptions, text?: string | null): ComponentDefinition {
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return {
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type: 'bar',
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current,
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max,
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style,
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text: text ?? undefined
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};
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},
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/**
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* Create a shape component
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*
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* Creates a geometric shape that can be displayed above or below the player.
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* Useful for visual indicators, backgrounds, or decorative elements.
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*
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* @param value - Shape configuration options
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* @returns Component definition for shape
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*
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* @example
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* ```ts
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* // Circle shape
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* Components.shape({
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* fill: '#ffffff',
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* type: 'circle',
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* radius: 10
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* });
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*
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* // Rectangle shape
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* Components.shape({
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* fill: '#ff0000',
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* type: 'rectangle',
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* width: 32,
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* height: 32
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* });
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*
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* // Using parameters
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* Components.shape({
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* fill: '#ffffff',
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* type: 'circle',
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* radius: 'hp' // radius will be the same as hp value
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* });
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* ```
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*/
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shape(value: ShapeComponentOptions): ComponentDefinition {
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return {
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type: 'shape',
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value
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+
};
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+
},
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+
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+
/**
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* Create an image component
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*
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+
* Displays an image from a URL or spritesheet identifier.
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+
*
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+
* @param value - Image source URL or spritesheet identifier
|
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+
* @returns Component definition for image
|
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|
+
*
|
|
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|
+
* @example
|
|
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|
+
* ```ts
|
|
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|
+
* Components.image('mygraphic.png');
|
|
351
|
+
* ```
|
|
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|
+
*/
|
|
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|
+
image(value: string): ComponentDefinition {
|
|
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|
+
return {
|
|
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|
+
type: 'image',
|
|
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|
+
value
|
|
357
|
+
};
|
|
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|
+
},
|
|
359
|
+
|
|
360
|
+
/**
|
|
361
|
+
* Create a tile component
|
|
362
|
+
*
|
|
363
|
+
* Displays a tile from a tileset by ID.
|
|
364
|
+
*
|
|
365
|
+
* @param value - Tile ID in the tileset
|
|
366
|
+
* @returns Component definition for tile
|
|
367
|
+
*
|
|
368
|
+
* @example
|
|
369
|
+
* ```ts
|
|
370
|
+
* Components.tile(3); // Use tile #3
|
|
371
|
+
* ```
|
|
372
|
+
*/
|
|
373
|
+
tile(value: number | string): ComponentDefinition {
|
|
374
|
+
return {
|
|
375
|
+
type: 'tile',
|
|
376
|
+
value
|
|
377
|
+
};
|
|
378
|
+
}
|
|
379
|
+
};
|
|
380
|
+
|
|
@@ -2,13 +2,10 @@ import {
|
|
|
2
2
|
arrayFlat,
|
|
3
3
|
arrayUniq,
|
|
4
4
|
Constructor,
|
|
5
|
+
PlayerCtor,
|
|
5
6
|
RpgCommonPlayer,
|
|
6
7
|
} from "@rpgjs/common";
|
|
7
8
|
|
|
8
|
-
export interface IWithEffectManager {
|
|
9
|
-
effects: any[];
|
|
10
|
-
}
|
|
11
|
-
|
|
12
9
|
export enum Effect {
|
|
13
10
|
CAN_NOT_SKILL = 'CAN_NOT_SKILL',
|
|
14
11
|
CAN_NOT_ITEM = 'CAN_NOT_ITEM',
|
|
@@ -19,23 +16,64 @@ export enum Effect {
|
|
|
19
16
|
SUPER_GUARD = 'SUPER_GUARD'
|
|
20
17
|
}
|
|
21
18
|
|
|
22
|
-
|
|
23
|
-
|
|
24
|
-
|
|
25
|
-
|
|
19
|
+
/**
|
|
20
|
+
* Effect Manager Mixin
|
|
21
|
+
*
|
|
22
|
+
* Provides effect management capabilities to any class. This mixin handles
|
|
23
|
+
* player effects including restrictions, buffs, and debuffs. Effects can come
|
|
24
|
+
* from various sources like states, equipment, and temporary conditions.
|
|
25
|
+
*
|
|
26
|
+
* @param Base - The base class to extend with effect management
|
|
27
|
+
* @returns Extended class with effect management methods
|
|
28
|
+
*
|
|
29
|
+
* @example
|
|
30
|
+
* ```ts
|
|
31
|
+
* class MyPlayer extends WithEffectManager(BasePlayer) {
|
|
32
|
+
* constructor() {
|
|
33
|
+
* super();
|
|
34
|
+
* // Effect system is automatically initialized
|
|
35
|
+
* }
|
|
36
|
+
* }
|
|
37
|
+
*
|
|
38
|
+
* const player = new MyPlayer();
|
|
39
|
+
* player.effects = [Effect.GUARD];
|
|
40
|
+
* console.log(player.hasEffect(Effect.GUARD)); // true
|
|
41
|
+
* ```
|
|
42
|
+
*/
|
|
43
|
+
export function WithEffectManager<TBase extends PlayerCtor>(Base: TBase) {
|
|
44
|
+
return class extends Base {
|
|
26
45
|
/**
|
|
46
|
+
* Check if the player has a specific effect
|
|
47
|
+
*
|
|
48
|
+
* Determines whether the player currently has the specified effect active.
|
|
49
|
+
* This includes effects from states, equipment, and temporary conditions.
|
|
50
|
+
* The effect system provides a flexible way to apply various gameplay
|
|
51
|
+
* restrictions and enhancements to the player.
|
|
52
|
+
*
|
|
53
|
+
* @param effect - The effect identifier to check for
|
|
54
|
+
* @returns true if the player has the effect, false otherwise
|
|
55
|
+
*
|
|
56
|
+
* @example
|
|
27
57
|
* ```ts
|
|
28
58
|
* import { Effect } from '@rpgjs/database'
|
|
29
59
|
*
|
|
30
|
-
*
|
|
60
|
+
* // Check for skill restriction
|
|
61
|
+
* const cannotUseSkills = player.hasEffect(Effect.CAN_NOT_SKILL);
|
|
62
|
+
* if (cannotUseSkills) {
|
|
63
|
+
* console.log('Player cannot use skills right now');
|
|
64
|
+
* }
|
|
65
|
+
*
|
|
66
|
+
* // Check for guard effect
|
|
67
|
+
* const isGuarding = player.hasEffect(Effect.GUARD);
|
|
68
|
+
* if (isGuarding) {
|
|
69
|
+
* console.log('Player is in guard stance');
|
|
70
|
+
* }
|
|
71
|
+
*
|
|
72
|
+
* // Check for cost reduction
|
|
73
|
+
* const halfCost = player.hasEffect(Effect.HALF_SP_COST);
|
|
74
|
+
* const actualCost = skillCost / (halfCost ? 2 : 1);
|
|
31
75
|
* ```
|
|
32
|
-
|
|
33
|
-
* @title Has Effect
|
|
34
|
-
* @method player.hasEffect(effect)
|
|
35
|
-
* @param {string} effect
|
|
36
|
-
* @returns {boolean}
|
|
37
|
-
* @memberof EffectManager
|
|
38
|
-
* */
|
|
76
|
+
*/
|
|
39
77
|
hasEffect(effect: string): boolean {
|
|
40
78
|
return this.effects.includes(effect);
|
|
41
79
|
}
|
|
@@ -43,13 +81,31 @@ export function WithEffectManager<TBase extends Constructor<RpgCommonPlayer>>(
|
|
|
43
81
|
/**
|
|
44
82
|
* Retrieves a array of effects assigned to the player, state effects and effects of weapons and armors equipped with the player's own weapons.
|
|
45
83
|
*
|
|
84
|
+
* Gets all currently active effects on the player from multiple sources:
|
|
85
|
+
* - Direct effects assigned to the player
|
|
86
|
+
* - Effects from active states (buffs/debuffs)
|
|
87
|
+
* - Effects from equipped weapons and armor
|
|
88
|
+
* The returned array contains unique effects without duplicates.
|
|
89
|
+
*
|
|
90
|
+
* @returns Array of all active effects on the player
|
|
91
|
+
*
|
|
92
|
+
* @example
|
|
46
93
|
* ```ts
|
|
47
|
-
*
|
|
94
|
+
* // Get all active effects
|
|
95
|
+
* console.log(player.effects); // ['GUARD', 'HALF_SP_COST', ...]
|
|
96
|
+
*
|
|
97
|
+
* // Check multiple effects
|
|
98
|
+
* const effects = player.effects;
|
|
99
|
+
* const hasRestrictions = effects.some(effect =>
|
|
100
|
+
* effect.startsWith('CAN_NOT_')
|
|
101
|
+
* );
|
|
102
|
+
*
|
|
103
|
+
* // Count beneficial effects
|
|
104
|
+
* const beneficialEffects = effects.filter(effect =>
|
|
105
|
+
* ['GUARD', 'SUPER_GUARD', 'HALF_SP_COST'].includes(effect)
|
|
106
|
+
* );
|
|
48
107
|
* ```
|
|
49
|
-
|
|
50
|
-
* @prop {Array<Effect>} player.effects
|
|
51
|
-
* @memberof EffectManager
|
|
52
|
-
* */
|
|
108
|
+
*/
|
|
53
109
|
get effects(): any[] {
|
|
54
110
|
const getEffects = (prop) => {
|
|
55
111
|
return arrayFlat(this[prop]().map((el) => el.effects || []));
|
|
@@ -64,17 +120,44 @@ export function WithEffectManager<TBase extends Constructor<RpgCommonPlayer>>(
|
|
|
64
120
|
/**
|
|
65
121
|
* Assigns effects to the player. If you give a array, it does not change the effects of the player's states and armor/weapons equipped.
|
|
66
122
|
*
|
|
123
|
+
* Sets the direct effects on the player. This only affects the player's own effects
|
|
124
|
+
* and does not modify effects from states or equipment. The total effects will be
|
|
125
|
+
* the combination of these direct effects plus any effects from states and equipment.
|
|
126
|
+
*
|
|
127
|
+
* @param val - Array of effect identifiers to assign to the player
|
|
128
|
+
*
|
|
129
|
+
* @example
|
|
67
130
|
* ```ts
|
|
68
131
|
* import { Effect } from '@rpgjs/database'
|
|
69
132
|
*
|
|
70
|
-
* player
|
|
133
|
+
* // Set direct player effects
|
|
134
|
+
* player.effects = [Effect.CAN_NOT_SKILL];
|
|
135
|
+
*
|
|
136
|
+
* // Add multiple effects
|
|
137
|
+
* player.effects = [
|
|
138
|
+
* Effect.GUARD,
|
|
139
|
+
* Effect.HALF_SP_COST,
|
|
140
|
+
* Effect.CAN_NOT_ITEM
|
|
141
|
+
* ];
|
|
142
|
+
*
|
|
143
|
+
* // Clear direct effects (equipment/state effects remain)
|
|
144
|
+
* player.effects = [];
|
|
145
|
+
*
|
|
146
|
+
* // Temporary effect application
|
|
147
|
+
* const originalEffects = player.effects;
|
|
148
|
+
* player.effects = [...originalEffects, Effect.SUPER_GUARD];
|
|
149
|
+
* // Later restore
|
|
150
|
+
* player.effects = originalEffects;
|
|
71
151
|
* ```
|
|
72
|
-
|
|
73
|
-
* @prop {Array<Effect>} player.effects
|
|
74
|
-
* @memberof EffectManager
|
|
75
|
-
* */
|
|
152
|
+
*/
|
|
76
153
|
set effects(val) {
|
|
77
154
|
this._effects.set(val);
|
|
78
155
|
}
|
|
79
|
-
};
|
|
156
|
+
} as unknown as TBase;
|
|
80
157
|
}
|
|
158
|
+
|
|
159
|
+
/**
|
|
160
|
+
* Type helper to extract the interface from the WithEffectManager mixin
|
|
161
|
+
* This provides the type without duplicating method signatures
|
|
162
|
+
*/
|
|
163
|
+
export type IEffectManager = InstanceType<ReturnType<typeof WithEffectManager>>;
|