@rpgjs/server 5.0.0-alpha.2 → 5.0.0-alpha.21

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Files changed (53) hide show
  1. package/dist/Gui/DialogGui.d.ts +4 -0
  2. package/dist/Gui/index.d.ts +1 -0
  3. package/dist/Player/BattleManager.d.ts +32 -22
  4. package/dist/Player/ClassManager.d.ts +31 -18
  5. package/dist/Player/ComponentManager.d.ts +123 -0
  6. package/dist/Player/Components.d.ts +345 -0
  7. package/dist/Player/EffectManager.d.ts +40 -0
  8. package/dist/Player/ElementManager.d.ts +31 -0
  9. package/dist/Player/GoldManager.d.ts +22 -0
  10. package/dist/Player/GuiManager.d.ts +176 -0
  11. package/dist/Player/ItemFixture.d.ts +6 -0
  12. package/dist/Player/ItemManager.d.ts +164 -10
  13. package/dist/Player/MoveManager.d.ts +32 -44
  14. package/dist/Player/ParameterManager.d.ts +343 -14
  15. package/dist/Player/Player.d.ts +266 -8
  16. package/dist/Player/SkillManager.d.ts +27 -19
  17. package/dist/Player/StateManager.d.ts +28 -35
  18. package/dist/Player/VariableManager.d.ts +30 -0
  19. package/dist/RpgServer.d.ts +227 -1
  20. package/dist/decorators/event.d.ts +46 -0
  21. package/dist/decorators/map.d.ts +177 -0
  22. package/dist/index.d.ts +6 -0
  23. package/dist/index.js +17472 -18167
  24. package/dist/index.js.map +1 -1
  25. package/dist/rooms/map.d.ts +486 -8
  26. package/package.json +17 -15
  27. package/src/Gui/DialogGui.ts +7 -2
  28. package/src/Gui/index.ts +3 -1
  29. package/src/Player/BattleManager.ts +97 -38
  30. package/src/Player/ClassManager.ts +95 -35
  31. package/src/Player/ComponentManager.ts +425 -19
  32. package/src/Player/Components.ts +380 -0
  33. package/src/Player/EffectManager.ts +110 -27
  34. package/src/Player/ElementManager.ts +126 -25
  35. package/src/Player/GoldManager.ts +32 -35
  36. package/src/Player/GuiManager.ts +187 -140
  37. package/src/Player/ItemFixture.ts +4 -5
  38. package/src/Player/ItemManager.ts +363 -48
  39. package/src/Player/MoveManager.ts +323 -308
  40. package/src/Player/ParameterManager.ts +499 -99
  41. package/src/Player/Player.ts +719 -80
  42. package/src/Player/SkillManager.ts +44 -23
  43. package/src/Player/StateManager.ts +210 -95
  44. package/src/Player/VariableManager.ts +180 -48
  45. package/src/RpgServer.ts +236 -1
  46. package/src/core/context.ts +1 -0
  47. package/src/decorators/event.ts +61 -0
  48. package/src/decorators/map.ts +198 -0
  49. package/src/index.ts +7 -1
  50. package/src/module.ts +24 -0
  51. package/src/rooms/map.ts +1054 -54
  52. package/dist/Player/Event.d.ts +0 -0
  53. package/src/Player/Event.ts +0 -0
@@ -17,6 +17,10 @@ export interface DialogOptions {
17
17
  tranparent?: boolean;
18
18
  typewriterEffect?: boolean;
19
19
  talkWith?: RpgPlayer;
20
+ face?: {
21
+ id: string;
22
+ expression: string;
23
+ };
20
24
  }
21
25
  export declare class DialogGui extends Gui {
22
26
  constructor(player: RpgPlayer);
@@ -4,3 +4,4 @@ import { MenuGui } from './MenuGui';
4
4
  import { ShopGui } from './ShopGui';
5
5
  import { NotificationGui } from './NotificationGui';
6
6
  export { Gui, DialogGui, MenuGui, ShopGui, NotificationGui };
7
+ export { DialogPosition } from './DialogGui';
@@ -1,22 +1,32 @@
1
- import { Constructor, RpgCommonPlayer } from '@rpgjs/common';
2
- import { RpgPlayer } from './Player';
3
- interface PlayerWithMixins extends RpgCommonPlayer {
4
- parameters: any[];
5
- getFormulas(name: string): any;
6
- hasEffect(effect: string): boolean;
7
- coefficientElements(attackerPlayer: RpgPlayer): number;
8
- hp: number;
9
- getFormulas(name: string): any;
10
- hasEffect(effect: string): boolean;
11
- }
12
- export interface IBattleManager {
13
- applyDamage(attackerPlayer: RpgPlayer, skill?: any): {
14
- damage: number;
15
- critical: boolean;
16
- elementVulnerable: boolean;
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- guard: boolean;
18
- superGuard: boolean;
19
- };
20
- }
21
- export declare function WithBattleManager<TBase extends Constructor<PlayerWithMixins>>(Base: TBase): Constructor<IBattleManager> & TBase;
22
- export {};
1
+ import { PlayerCtor } from '@rpgjs/common';
2
+ /**
3
+ * Battle Manager Mixin
4
+ *
5
+ * Provides battle management capabilities to any class. This mixin handles
6
+ * damage calculation, critical hits, elemental vulnerabilities, and guard effects.
7
+ * It implements a comprehensive battle system with customizable formulas and effects.
8
+ *
9
+ * @param Base - The base class to extend with battle management
10
+ * @returns Extended class with battle management methods
11
+ *
12
+ * @example
13
+ * ```ts
14
+ * class MyPlayer extends WithBattleManager(BasePlayer) {
15
+ * constructor() {
16
+ * super();
17
+ * // Battle system is automatically initialized
18
+ * }
19
+ * }
20
+ *
21
+ * const player = new MyPlayer();
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+ * const attacker = new MyPlayer();
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+ * const result = player.applyDamage(attacker);
24
+ * console.log(`Damage dealt: ${result.damage}`);
25
+ * ```
26
+ */
27
+ export declare function WithBattleManager<TBase extends PlayerCtor>(Base: TBase): TBase;
28
+ /**
29
+ * Type helper to extract the interface from the WithBattleManager mixin
30
+ * This provides the type without duplicating method signatures
31
+ */
32
+ export type IBattleManager = InstanceType<ReturnType<typeof WithBattleManager>>;
@@ -1,18 +1,31 @@
1
- import { Constructor, RpgCommonPlayer } from '@rpgjs/common';
2
- type ClassClass = any;
3
- type ActorClass = any;
4
- interface PlayerWithMixins extends RpgCommonPlayer {
5
- databaseById(id: string): any;
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- addParameter(name: string, { start, end }: {
7
- start: number;
8
- end: number;
9
- }): void;
10
- addItem(item: any): void;
11
- equip(item: any, equip: boolean): void;
12
- }
13
- export interface IClassManager {
14
- setClass(_class: ClassClass | string): ClassClass;
15
- setActor(actorClass: ActorClass | string): ActorClass;
16
- }
17
- export declare function WithClassManager<TBase extends Constructor<PlayerWithMixins>>(Base: TBase): Constructor<IClassManager> & TBase;
18
- export {};
1
+ import { PlayerCtor } from '@rpgjs/common';
2
+ /**
3
+ * Class Manager Mixin
4
+ *
5
+ * Provides class and actor management capabilities to any class. This mixin handles
6
+ * character class assignment and actor setup, including automatic parameter configuration,
7
+ * starting equipment, and skill progression based on class definitions.
8
+ *
9
+ * @param Base - The base class to extend with class management
10
+ * @returns Extended class with class management methods
11
+ *
12
+ * @example
13
+ * ```ts
14
+ * class MyPlayer extends WithClassManager(BasePlayer) {
15
+ * constructor() {
16
+ * super();
17
+ * // Class system is automatically initialized
18
+ * }
19
+ * }
20
+ *
21
+ * const player = new MyPlayer();
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+ * player.setClass(Fighter);
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+ * player.setActor(Hero);
24
+ * ```
25
+ */
26
+ export declare function WithClassManager<TBase extends PlayerCtor>(Base: TBase): TBase;
27
+ /**
28
+ * Type helper to extract the interface from the WithClassManager mixin
29
+ * This provides the type without duplicating method signatures
30
+ */
31
+ export type IClassManager = InstanceType<ReturnType<typeof WithClassManager>>;
@@ -0,0 +1,123 @@
1
+ import { Constructor, RpgCommonPlayer } from '@rpgjs/common';
2
+ import { ComponentInput, ComponentLayout } from './Components';
3
+ type ComponentPosition = 'top' | 'center' | 'bottom' | 'left' | 'right';
4
+ /**
5
+ * Component Manager Mixin
6
+ *
7
+ * Provides graphic and component management capabilities to any class. This mixin allows
8
+ * setting single or multiple graphics for player representation, enabling
9
+ * dynamic visual changes and animation sequences. It also provides methods to
10
+ * display UI components around the player graphic (top, bottom, center, left, right).
11
+ *
12
+ * Components are stored as JSON strings for efficient synchronization.
13
+ *
14
+ * @param Base - The base class to extend with component management
15
+ * @returns Extended class with component management methods
16
+ *
17
+ * @example
18
+ * ```ts
19
+ * class MyPlayer extends WithComponentManager(BasePlayer) {
20
+ * constructor() {
21
+ * super();
22
+ * this.setGraphic("hero");
23
+ * }
24
+ * }
25
+ *
26
+ * const player = new MyPlayer();
27
+ * player.setGraphic(["hero_idle", "hero_walk"]);
28
+ * player.setComponentsTop(Components.text('{name}'));
29
+ * ```
30
+ */
31
+ export declare function WithComponentManager<TBase extends Constructor<RpgCommonPlayer>>(Base: TBase): new (...args: ConstructorParameters<TBase>) => InstanceType<TBase> & IComponentManager;
32
+ /**
33
+ * Interface for component management capabilities
34
+ * Defines the method signatures that will be available on the player
35
+ */
36
+ export interface IComponentManager {
37
+ /**
38
+ * Set the graphic(s) for this player
39
+ *
40
+ * Allows setting either a single graphic or multiple graphics for the player.
41
+ * When multiple graphics are provided, they are used for animation sequences.
42
+ * The graphics system provides flexible visual representation that can be
43
+ * dynamically changed during gameplay for different states, equipment, or animations.
44
+ *
45
+ * @param graphic - Single graphic name or array of graphic names for animation sequences
46
+ * @returns void
47
+ *
48
+ * @example
49
+ * ```ts
50
+ * // Set a single graphic for static representation
51
+ * player.setGraphic("hero");
52
+ *
53
+ * // Set multiple graphics for animation sequences
54
+ * player.setGraphic(["hero_idle", "hero_walk", "hero_run"]);
55
+ *
56
+ * // Dynamic graphic changes based on equipment
57
+ * if (player.hasArmor('platemail')) {
58
+ * player.setGraphic("hero_armored");
59
+ * }
60
+ *
61
+ * // Animation sequences for different actions
62
+ * player.setGraphic(["mage_cast_1", "mage_cast_2", "mage_cast_3"]);
63
+ * ```
64
+ */
65
+ setGraphic(graphic: string | string[]): void;
66
+ /**
67
+ * Set components to display above the player graphic
68
+ *
69
+ * @param layout - Component(s) to display, can be single, array, or 2D array
70
+ * @param options - Optional layout options for positioning and sizing
71
+ * @returns void
72
+ */
73
+ setComponentsTop(layout: ComponentInput, options?: ComponentLayout): void;
74
+ /**
75
+ * Set components to display below the player graphic
76
+ *
77
+ * @param layout - Component(s) to display, can be single, array, or 2D array
78
+ * @param options - Optional layout options for positioning and sizing
79
+ * @returns void
80
+ */
81
+ setComponentsBottom(layout: ComponentInput, options?: ComponentLayout): void;
82
+ /**
83
+ * Set components to display at the center of the player graphic
84
+ *
85
+ * @param layout - Component(s) to display, can be single, array, or 2D array
86
+ * @param options - Optional layout options for positioning and sizing
87
+ * @returns void
88
+ */
89
+ setComponentsCenter(layout: ComponentInput, options?: ComponentLayout): void;
90
+ /**
91
+ * Set components to display to the left of the player graphic
92
+ *
93
+ * @param layout - Component(s) to display, can be single, array, or 2D array
94
+ * @param options - Optional layout options for positioning and sizing
95
+ * @returns void
96
+ */
97
+ setComponentsLeft(layout: ComponentInput, options?: ComponentLayout): void;
98
+ /**
99
+ * Set components to display to the right of the player graphic
100
+ *
101
+ * @param layout - Component(s) to display, can be single, array, or 2D array
102
+ * @param options - Optional layout options for positioning and sizing
103
+ * @returns void
104
+ */
105
+ setComponentsRight(layout: ComponentInput, options?: ComponentLayout): void;
106
+ /**
107
+ * Remove components from a specific position
108
+ *
109
+ * @param position - Position of the components: 'top', 'center', 'bottom', 'left', or 'right'
110
+ * @returns void
111
+ */
112
+ removeComponents(position: ComponentPosition): void;
113
+ /**
114
+ * Merge components with existing components at a specific position
115
+ *
116
+ * @param position - Position of the components: 'top', 'center', 'bottom', 'left', or 'right'
117
+ * @param layout - Component(s) to merge, can be single, array, or 2D array
118
+ * @param options - Optional layout options for positioning and sizing
119
+ * @returns void
120
+ */
121
+ mergeComponents(position: ComponentPosition, layout: ComponentInput, options?: ComponentLayout): void;
122
+ }
123
+ export {};
@@ -0,0 +1,345 @@
1
+ /**
2
+ * Component definitions for player UI elements
3
+ *
4
+ * This module provides factory functions to create component definitions
5
+ * that can be displayed above or below player graphics. Components are
6
+ * synchronized from server to client and rendered using CanvasEngine.
7
+ *
8
+ * ## Design
9
+ *
10
+ * Components are defined as data structures that describe UI elements
11
+ * (text, bars, shapes) with their properties and layout options. The
12
+ * server creates these definitions and they are automatically synchronized
13
+ * to all clients on the map.
14
+ *
15
+ * @example
16
+ * ```ts
17
+ * import { Components } from '@rpgjs/server';
18
+ *
19
+ * // Create a text component
20
+ * const nameComponent = Components.text('{name}');
21
+ *
22
+ * // Create an HP bar
23
+ * const hpBar = Components.hpBar();
24
+ *
25
+ * // Set components on player
26
+ * player.setComponentsTop([nameComponent, hpBar]);
27
+ * ```
28
+ */
29
+ export interface ComponentLayout {
30
+ /** Width of the component block in pixels */
31
+ width?: number;
32
+ /** Height of the component block in pixels */
33
+ height?: number;
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+ /** Margin from the top of the player in pixels */
35
+ 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 */
39
+ marginLeft?: number;
40
+ /** Margin from the right of the player in pixels */
41
+ marginRight?: number;
42
+ }
43
+ export interface TextComponentOptions {
44
+ /** Text color in hexadecimal format (e.g., '#000000') */
45
+ fill?: string;
46
+ /** Font size in pixels */
47
+ fontSize?: number;
48
+ /** Font family */
49
+ fontFamily?: string;
50
+ /** Font style: 'normal', 'italic', 'oblique' */
51
+ fontStyle?: 'normal' | 'italic' | 'oblique';
52
+ /** Font weight: 'normal', 'bold', 'bolder', 'lighter', or numeric values */
53
+ fontWeight?: 'normal' | 'bold' | 'bolder' | 'lighter' | '100' | '200' | '300' | '400' | '500' | '600' | '700' | '800' | '900' | number;
54
+ /** Stroke color in hexadecimal format */
55
+ stroke?: string;
56
+ /** Opacity between 0 and 1 */
57
+ opacity?: number;
58
+ /** Word wrap */
59
+ wordWrap?: boolean;
60
+ /** Text alignment */
61
+ align?: 'left' | 'center' | 'right' | 'justify';
62
+ }
63
+ export interface BarComponentOptions {
64
+ /** Background color in hexadecimal format */
65
+ bgColor?: string;
66
+ /** Fill color in hexadecimal format */
67
+ fillColor?: string;
68
+ /** Border color in hexadecimal format */
69
+ borderColor?: string;
70
+ /** Border width */
71
+ borderWidth?: number;
72
+ /** Height of the bar in pixels */
73
+ height?: number;
74
+ /** Width of the bar in pixels */
75
+ width?: number;
76
+ /** Border radius */
77
+ borderRadius?: number;
78
+ /** Opacity between 0 and 1 */
79
+ opacity?: number;
80
+ }
81
+ export interface ShapeComponentOptions {
82
+ /** Fill color in hexadecimal format */
83
+ fill: string;
84
+ /** Type of shape */
85
+ type: 'circle' | 'rectangle' | 'ellipse' | 'polygon' | 'line' | 'rounded-rectangle';
86
+ /** Radius (for circle) */
87
+ radius?: number | string;
88
+ /** Width (for rectangle, ellipse) */
89
+ width?: number | string;
90
+ /** Height (for rectangle, ellipse) */
91
+ height?: number | string;
92
+ /** X1 position (for line) */
93
+ x1?: number | string;
94
+ /** Y1 position (for line) */
95
+ y1?: number | string;
96
+ /** X2 position (for line) */
97
+ x2?: number | string;
98
+ /** Y2 position (for line) */
99
+ y2?: number | string;
100
+ /** Points array (for polygon) */
101
+ points?: number[];
102
+ /** Opacity between 0 and 1 */
103
+ opacity?: number | string;
104
+ /** Line/border style */
105
+ line?: {
106
+ color?: string;
107
+ width?: number;
108
+ alpha?: number;
109
+ };
110
+ }
111
+ export type ComponentDefinition = {
112
+ type: 'text';
113
+ value: string;
114
+ style?: TextComponentOptions;
115
+ } | {
116
+ type: 'hpBar';
117
+ style?: BarComponentOptions;
118
+ text?: string | null;
119
+ } | {
120
+ type: 'spBar';
121
+ style?: BarComponentOptions;
122
+ text?: string | null;
123
+ } | {
124
+ type: 'bar';
125
+ current: string;
126
+ max: string;
127
+ style?: BarComponentOptions;
128
+ text?: string | null;
129
+ } | {
130
+ type: 'shape';
131
+ value: ShapeComponentOptions;
132
+ } | {
133
+ type: 'image';
134
+ value: string;
135
+ } | {
136
+ type: 'tile';
137
+ value: number | string;
138
+ };
139
+ export type ComponentInput = ComponentDefinition | ComponentDefinition[] | ComponentDefinition[][];
140
+ /**
141
+ * Components factory for creating component definitions
142
+ *
143
+ * Provides factory methods to create various UI components that can be
144
+ * displayed above or below player graphics. Components support template
145
+ * strings with placeholders like {name}, {hp}, etc. that are replaced
146
+ * with actual player property values on the client.
147
+ *
148
+ * @example
149
+ * ```ts
150
+ * // Create a text component
151
+ * Components.text('Player: {name}');
152
+ *
153
+ * // Create an HP bar with custom text
154
+ * Components.hpBar({}, '{$percent}%');
155
+ *
156
+ * // Create a custom bar
157
+ * Components.bar('wood', 'param.maxWood');
158
+ * ```
159
+ */
160
+ export declare const Components: {
161
+ /**
162
+ * Create a text component
163
+ *
164
+ * Creates a text component that displays text with optional styling.
165
+ * Supports template strings with placeholders like {name}, {hp}, etc.
166
+ * that are replaced with actual player property values.
167
+ *
168
+ * ## Design
169
+ *
170
+ * Text components use template strings to allow dynamic content without
171
+ * resending the entire component structure when values change. Only the
172
+ * property values are synchronized, reducing bandwidth usage.
173
+ *
174
+ * @param text - Text to display, can include placeholders like {name}, {hp}
175
+ * @param options - Text styling options
176
+ * @returns Component definition for text
177
+ *
178
+ * @example
179
+ * ```ts
180
+ * // Simple text
181
+ * Components.text('Player Name');
182
+ *
183
+ * // Text with placeholder
184
+ * Components.text('{name}');
185
+ *
186
+ * // Text with styling
187
+ * Components.text('{name}', {
188
+ * fill: '#000000',
189
+ * fontSize: 20
190
+ * });
191
+ * ```
192
+ */
193
+ text(value: string, style?: TextComponentOptions): ComponentDefinition;
194
+ /**
195
+ * Create an HP bar component
196
+ *
197
+ * Creates a health point bar that automatically displays the player's
198
+ * current HP relative to their maximum HP. The bar updates automatically
199
+ * as HP changes.
200
+ *
201
+ * ## Design
202
+ *
203
+ * HP bars read from the player's hp and param.maxHp properties. The
204
+ * bar can optionally display text above it showing current, max, or
205
+ * percentage values.
206
+ *
207
+ * @param options - Bar styling options
208
+ * @param text - Optional text to display above the bar. Can use placeholders:
209
+ * - {$current} - Current HP value
210
+ * - {$max} - Maximum HP value
211
+ * - {$percent} - Percentage value
212
+ * Set to null to hide text
213
+ * @returns Component definition for HP bar
214
+ *
215
+ * @example
216
+ * ```ts
217
+ * // Simple HP bar
218
+ * Components.hpBar();
219
+ *
220
+ * // HP bar with percentage text
221
+ * Components.hpBar({}, '{$percent}%');
222
+ *
223
+ * // HP bar with custom styling
224
+ * Components.hpBar({
225
+ * fillColor: '#ff0000',
226
+ * height: 8
227
+ * });
228
+ * ```
229
+ */
230
+ hpBar(style?: BarComponentOptions, text?: string | null): ComponentDefinition;
231
+ /**
232
+ * Create an SP bar component
233
+ *
234
+ * Creates a skill point bar that automatically displays the player's
235
+ * current SP relative to their maximum SP. The bar updates automatically
236
+ * as SP changes.
237
+ *
238
+ * @param style - Bar styling options
239
+ * @param text - Optional text to display above the bar. Can use placeholders:
240
+ * - {$current} - Current SP value
241
+ * - {$max} - Maximum SP value
242
+ * - {$percent} - Percentage value
243
+ * Set to null to hide text
244
+ * @returns Component definition for SP bar
245
+ *
246
+ * @example
247
+ * ```ts
248
+ * // Simple SP bar
249
+ * Components.spBar();
250
+ *
251
+ * // SP bar with text
252
+ * Components.spBar({}, 'SP: {$current}/{$max}');
253
+ * ```
254
+ */
255
+ spBar(style?: BarComponentOptions, text?: string | null): ComponentDefinition;
256
+ /**
257
+ * Create a custom bar component
258
+ *
259
+ * Creates a bar that displays a custom property value relative to a maximum.
260
+ * Useful for displaying custom resources like wood, mana, energy, etc.
261
+ *
262
+ * @param current - Property path for current value (e.g., 'wood', 'mana')
263
+ * @param max - Property path for maximum value (e.g., 'param.maxWood', 'param.maxMana')
264
+ * @param style - Bar styling options
265
+ * @param text - Optional text to display above the bar. Can use placeholders:
266
+ * - {$current} - Current value
267
+ * - {$max} - Maximum value
268
+ * - {$percent} - Percentage value
269
+ * Set to null to hide text
270
+ * @returns Component definition for custom bar
271
+ *
272
+ * @example
273
+ * ```ts
274
+ * // Bar for custom property
275
+ * Components.bar('wood', 'param.maxWood');
276
+ *
277
+ * // Bar with text
278
+ * Components.bar('mana', 'param.maxMana', {}, 'Mana: {$current}/{$max}');
279
+ * ```
280
+ */
281
+ bar(current: string, max: string, style?: BarComponentOptions, text?: string | null): ComponentDefinition;
282
+ /**
283
+ * Create a shape component
284
+ *
285
+ * Creates a geometric shape that can be displayed above or below the player.
286
+ * Useful for visual indicators, backgrounds, or decorative elements.
287
+ *
288
+ * @param value - Shape configuration options
289
+ * @returns Component definition for shape
290
+ *
291
+ * @example
292
+ * ```ts
293
+ * // Circle shape
294
+ * Components.shape({
295
+ * fill: '#ffffff',
296
+ * type: 'circle',
297
+ * radius: 10
298
+ * });
299
+ *
300
+ * // Rectangle shape
301
+ * Components.shape({
302
+ * fill: '#ff0000',
303
+ * type: 'rectangle',
304
+ * width: 32,
305
+ * height: 32
306
+ * });
307
+ *
308
+ * // Using parameters
309
+ * Components.shape({
310
+ * fill: '#ffffff',
311
+ * type: 'circle',
312
+ * radius: 'hp' // radius will be the same as hp value
313
+ * });
314
+ * ```
315
+ */
316
+ shape(value: ShapeComponentOptions): ComponentDefinition;
317
+ /**
318
+ * Create an image component
319
+ *
320
+ * Displays an image from a URL or spritesheet identifier.
321
+ *
322
+ * @param value - Image source URL or spritesheet identifier
323
+ * @returns Component definition for image
324
+ *
325
+ * @example
326
+ * ```ts
327
+ * Components.image('mygraphic.png');
328
+ * ```
329
+ */
330
+ image(value: string): ComponentDefinition;
331
+ /**
332
+ * Create a tile component
333
+ *
334
+ * Displays a tile from a tileset by ID.
335
+ *
336
+ * @param value - Tile ID in the tileset
337
+ * @returns Component definition for tile
338
+ *
339
+ * @example
340
+ * ```ts
341
+ * Components.tile(3); // Use tile #3
342
+ * ```
343
+ */
344
+ tile(value: number | string): ComponentDefinition;
345
+ };
@@ -0,0 +1,40 @@
1
+ import { PlayerCtor } from '@rpgjs/common';
2
+ export declare enum Effect {
3
+ CAN_NOT_SKILL = "CAN_NOT_SKILL",
4
+ CAN_NOT_ITEM = "CAN_NOT_ITEM",
5
+ CAN_NOT_STATE = "CAN_NOT_STATE",
6
+ CAN_NOT_EQUIPMENT = "CAN_NOT_EQUIPMENT",
7
+ HALF_SP_COST = "HALF_SP_COST",
8
+ GUARD = "GUARD",
9
+ SUPER_GUARD = "SUPER_GUARD"
10
+ }
11
+ /**
12
+ * Effect Manager Mixin
13
+ *
14
+ * Provides effect management capabilities to any class. This mixin handles
15
+ * player effects including restrictions, buffs, and debuffs. Effects can come
16
+ * from various sources like states, equipment, and temporary conditions.
17
+ *
18
+ * @param Base - The base class to extend with effect management
19
+ * @returns Extended class with effect management methods
20
+ *
21
+ * @example
22
+ * ```ts
23
+ * class MyPlayer extends WithEffectManager(BasePlayer) {
24
+ * constructor() {
25
+ * super();
26
+ * // Effect system is automatically initialized
27
+ * }
28
+ * }
29
+ *
30
+ * const player = new MyPlayer();
31
+ * player.effects = [Effect.GUARD];
32
+ * console.log(player.hasEffect(Effect.GUARD)); // true
33
+ * ```
34
+ */
35
+ export declare function WithEffectManager<TBase extends PlayerCtor>(Base: TBase): TBase;
36
+ /**
37
+ * Type helper to extract the interface from the WithEffectManager mixin
38
+ * This provides the type without duplicating method signatures
39
+ */
40
+ export type IEffectManager = InstanceType<ReturnType<typeof WithEffectManager>>;
@@ -0,0 +1,31 @@
1
+ import { PlayerCtor } from '@rpgjs/common';
2
+ /**
3
+ * Element Manager Mixin
4
+ *
5
+ * Provides elemental management capabilities to any class. This mixin handles
6
+ * elemental resistances, vulnerabilities, and attack elements. It manages both
7
+ * defensive capabilities (elementsDefense) and offensive elements from equipment,
8
+ * as well as player-specific elemental efficiency modifiers.
9
+ *
10
+ * @param Base - The base class to extend with element management
11
+ * @returns Extended class with element management methods
12
+ *
13
+ * @example
14
+ * ```ts
15
+ * class MyPlayer extends WithElementManager(BasePlayer) {
16
+ * constructor() {
17
+ * super();
18
+ * this.elementsEfficiency = [{ rate: 0.5, element: 'fire' }];
19
+ * }
20
+ * }
21
+ *
22
+ * const player = new MyPlayer();
23
+ * const fireResistance = player.elementsDefense.find(e => e.element === 'fire');
24
+ * ```
25
+ */
26
+ export declare function WithElementManager<TBase extends PlayerCtor>(Base: TBase): TBase;
27
+ /**
28
+ * Type helper to extract the interface from the WithElementManager mixin
29
+ * This provides the type without duplicating method signatures
30
+ */
31
+ export type IElementManager = InstanceType<ReturnType<typeof WithElementManager>>;
@@ -0,0 +1,22 @@
1
+ import { PlayerCtor } from '@rpgjs/common';
2
+ export interface GoldManager {
3
+ /**
4
+ * You can change the game money
5
+ *
6
+ * ```ts
7
+ * player.gold += 100
8
+ * ```
9
+ *
10
+ * @title Change Gold
11
+ * @prop {number} player.gold
12
+ * @default 0
13
+ * @memberof GoldManager
14
+ * */
15
+ gold: number;
16
+ }
17
+ export declare function WithGoldManager<TBase extends PlayerCtor>(Base: TBase): new (...args: ConstructorParameters<TBase>) => InstanceType<TBase> & GoldManager;
18
+ /**
19
+ * Type helper to extract the interface from the WithGoldManager mixin
20
+ * This provides the type without duplicating method signatures
21
+ */
22
+ export type IGoldManager = InstanceType<ReturnType<typeof WithGoldManager>>;