@rpgjs/server 5.0.0-alpha.4 → 5.0.0-alpha.41

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Files changed (101) hide show
  1. package/dist/Gui/DialogGui.d.ts +5 -0
  2. package/dist/Gui/GameoverGui.d.ts +23 -0
  3. package/dist/Gui/Gui.d.ts +6 -0
  4. package/dist/Gui/MenuGui.d.ts +22 -3
  5. package/dist/Gui/NotificationGui.d.ts +1 -2
  6. package/dist/Gui/SaveLoadGui.d.ts +13 -0
  7. package/dist/Gui/ShopGui.d.ts +28 -3
  8. package/dist/Gui/TitleGui.d.ts +23 -0
  9. package/dist/Gui/index.d.ts +10 -1
  10. package/dist/Player/BattleManager.d.ts +34 -12
  11. package/dist/Player/ClassManager.d.ts +46 -13
  12. package/dist/Player/ComponentManager.d.ts +123 -0
  13. package/dist/Player/Components.d.ts +345 -0
  14. package/dist/Player/EffectManager.d.ts +86 -0
  15. package/dist/Player/ElementManager.d.ts +104 -0
  16. package/dist/Player/GoldManager.d.ts +22 -0
  17. package/dist/Player/GuiManager.d.ts +259 -0
  18. package/dist/Player/ItemFixture.d.ts +6 -0
  19. package/dist/Player/ItemManager.d.ts +450 -9
  20. package/dist/Player/MoveManager.d.ts +324 -69
  21. package/dist/Player/ParameterManager.d.ts +344 -14
  22. package/dist/Player/Player.d.ts +460 -8
  23. package/dist/Player/SkillManager.d.ts +197 -15
  24. package/dist/Player/StateManager.d.ts +89 -25
  25. package/dist/Player/VariableManager.d.ts +74 -0
  26. package/dist/RpgServer.d.ts +502 -64
  27. package/dist/RpgServerEngine.d.ts +2 -1
  28. package/dist/decorators/event.d.ts +46 -0
  29. package/dist/decorators/map.d.ts +287 -0
  30. package/dist/index.d.ts +10 -0
  31. package/dist/index.js +21653 -20900
  32. package/dist/index.js.map +1 -1
  33. package/dist/logs/log.d.ts +2 -3
  34. package/dist/module.d.ts +43 -1
  35. package/dist/presets/index.d.ts +0 -9
  36. package/dist/rooms/BaseRoom.d.ts +132 -0
  37. package/dist/rooms/lobby.d.ts +10 -2
  38. package/dist/rooms/map.d.ts +1236 -17
  39. package/dist/services/save.d.ts +43 -0
  40. package/dist/storage/index.d.ts +1 -0
  41. package/dist/storage/localStorage.d.ts +23 -0
  42. package/package.json +14 -10
  43. package/src/Gui/DialogGui.ts +19 -4
  44. package/src/Gui/GameoverGui.ts +39 -0
  45. package/src/Gui/Gui.ts +23 -1
  46. package/src/Gui/MenuGui.ts +155 -6
  47. package/src/Gui/NotificationGui.ts +1 -2
  48. package/src/Gui/SaveLoadGui.ts +60 -0
  49. package/src/Gui/ShopGui.ts +146 -16
  50. package/src/Gui/TitleGui.ts +39 -0
  51. package/src/Gui/index.ts +15 -2
  52. package/src/Player/BattleManager.ts +91 -49
  53. package/src/Player/ClassManager.ts +118 -50
  54. package/src/Player/ComponentManager.ts +425 -19
  55. package/src/Player/Components.ts +380 -0
  56. package/src/Player/EffectManager.ts +81 -44
  57. package/src/Player/ElementManager.ts +109 -86
  58. package/src/Player/GoldManager.ts +32 -35
  59. package/src/Player/GuiManager.ts +308 -150
  60. package/src/Player/ItemFixture.ts +4 -5
  61. package/src/Player/ItemManager.ts +774 -355
  62. package/src/Player/MoveManager.ts +1544 -774
  63. package/src/Player/ParameterManager.ts +546 -104
  64. package/src/Player/Player.ts +1163 -88
  65. package/src/Player/SkillManager.ts +520 -195
  66. package/src/Player/StateManager.ts +170 -182
  67. package/src/Player/VariableManager.ts +101 -63
  68. package/src/RpgServer.ts +525 -63
  69. package/src/core/context.ts +1 -0
  70. package/src/decorators/event.ts +61 -0
  71. package/src/decorators/map.ts +327 -0
  72. package/src/index.ts +11 -1
  73. package/src/logs/log.ts +10 -3
  74. package/src/module.ts +126 -3
  75. package/src/presets/index.ts +1 -10
  76. package/src/rooms/BaseRoom.ts +232 -0
  77. package/src/rooms/lobby.ts +25 -7
  78. package/src/rooms/map.ts +2502 -194
  79. package/src/services/save.ts +147 -0
  80. package/src/storage/index.ts +1 -0
  81. package/src/storage/localStorage.ts +76 -0
  82. package/tests/battle.spec.ts +375 -0
  83. package/tests/change-map.spec.ts +72 -0
  84. package/tests/class.spec.ts +274 -0
  85. package/tests/effect.spec.ts +219 -0
  86. package/tests/element.spec.ts +221 -0
  87. package/tests/event.spec.ts +80 -0
  88. package/tests/gold.spec.ts +99 -0
  89. package/tests/item.spec.ts +609 -0
  90. package/tests/module.spec.ts +38 -0
  91. package/tests/move.spec.ts +601 -0
  92. package/tests/player-param.spec.ts +28 -0
  93. package/tests/prediction-reconciliation.spec.ts +182 -0
  94. package/tests/random-move.spec.ts +65 -0
  95. package/tests/skill.spec.ts +658 -0
  96. package/tests/state.spec.ts +467 -0
  97. package/tests/variable.spec.ts +185 -0
  98. package/tests/world-maps.spec.ts +896 -0
  99. package/vite.config.ts +16 -0
  100. package/dist/Player/Event.d.ts +0 -0
  101. package/src/Player/Event.ts +0 -0
@@ -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.
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+ *
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
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+ * to all clients on the map.
14
+ *
15
+ * @example
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+ * ```ts
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+ * 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
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+ * player.setComponentsTop([nameComponent, hpBar]);
27
+ * ```
28
+ */
29
+ 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;
42
+ }
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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 */
55
+ 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';
62
+ }
63
+ 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 */
73
+ 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;
80
+ }
81
+ 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';
86
+ /** 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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+ };
110
+ }
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+ export type ComponentDefinition = {
112
+ type: 'text';
113
+ value: string;
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+ style?: TextComponentOptions;
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+ } | {
116
+ type: 'hpBar';
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+ style?: BarComponentOptions;
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+ text?: string | null;
119
+ } | {
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+ type: 'spBar';
121
+ style?: BarComponentOptions;
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+ text?: string | null;
123
+ } | {
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+ type: 'bar';
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+ current: string;
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+ max: string;
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+ style?: BarComponentOptions;
128
+ text?: string | null;
129
+ } | {
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+ type: 'shape';
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+ value: ShapeComponentOptions;
132
+ } | {
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+ 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
+ * - {$percent} - Percentage value
269
+ * Set to null to hide text
270
+ * @returns Component definition for custom bar
271
+ *
272
+ * @example
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+ * ```ts
274
+ * // Bar for custom property
275
+ * Components.bar('wood', 'param.maxWood');
276
+ *
277
+ * // Bar with text
278
+ * Components.bar('mana', 'param.maxMana', {}, 'Mana: {$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
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+ * @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',
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+ * 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 +1,86 @@
1
+ import { PlayerCtor } from '../../../common/src';
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
+ * Interface for Effect Manager functionality
38
+ *
39
+ * Provides effect management capabilities including restrictions, buffs, and debuffs.
40
+ * This interface defines the public API of the EffectManager mixin.
41
+ */
42
+ export interface IEffectManager {
43
+ /**
44
+ * Gets all currently active effects on the player from multiple sources:
45
+ * - Direct effects assigned to the player
46
+ * - Effects from active states (buffs/debuffs)
47
+ * - Effects from equipped weapons and armor
48
+ * The returned array contains unique effects without duplicates.
49
+ *
50
+ * @returns Array of all active effects on the player
51
+ */
52
+ effects: any[];
53
+ /**
54
+ * Check if the player has a specific effect
55
+ *
56
+ * Determines whether the player currently has the specified effect active.
57
+ * This includes effects from states, equipment, and temporary conditions.
58
+ * The effect system provides a flexible way to apply various gameplay
59
+ * restrictions and enhancements to the player.
60
+ *
61
+ * @param effect - The effect identifier to check for
62
+ * @returns true if the player has the effect, false otherwise
63
+ *
64
+ * @example
65
+ * ```ts
66
+ * import { Effect } from '@rpgjs/database'
67
+ *
68
+ * // Check for skill restriction
69
+ * const cannotUseSkills = player.hasEffect(Effect.CAN_NOT_SKILL);
70
+ * if (cannotUseSkills) {
71
+ * console.log('Player cannot use skills right now');
72
+ * }
73
+ *
74
+ * // Check for guard effect
75
+ * const isGuarding = player.hasEffect(Effect.GUARD);
76
+ * if (isGuarding) {
77
+ * console.log('Player is in guard stance');
78
+ * }
79
+ *
80
+ * // Check for cost reduction
81
+ * const halfCost = player.hasEffect(Effect.HALF_SP_COST);
82
+ * const actualCost = skillCost / (halfCost ? 2 : 1);
83
+ * ```
84
+ */
85
+ hasEffect(effect: string): boolean;
86
+ }
@@ -0,0 +1,104 @@
1
+ import { PlayerCtor } from '../../../common/src';
2
+ import { RpgPlayer } from './Player';
3
+ /**
4
+ * Element Manager Mixin
5
+ *
6
+ * Provides elemental management capabilities to any class. This mixin handles
7
+ * elemental resistances, vulnerabilities, and attack elements. It manages both
8
+ * defensive capabilities (elementsDefense) and offensive elements from equipment,
9
+ * as well as player-specific elemental efficiency modifiers.
10
+ *
11
+ * @param Base - The base class to extend with element management
12
+ * @returns Extended class with element management methods
13
+ *
14
+ * @example
15
+ * ```ts
16
+ * class MyPlayer extends WithElementManager(BasePlayer) {
17
+ * constructor() {
18
+ * super();
19
+ * this.elementsEfficiency = [{ rate: 0.5, element: 'fire' }];
20
+ * }
21
+ * }
22
+ *
23
+ * const player = new MyPlayer();
24
+ * const fireResistance = player.elementsDefense.find(e => e.element === 'fire');
25
+ * ```
26
+ */
27
+ export declare function WithElementManager<TBase extends PlayerCtor>(Base: TBase): TBase;
28
+ /**
29
+ * Interface for Element Manager functionality
30
+ *
31
+ * Provides elemental management capabilities including resistances, vulnerabilities,
32
+ * and attack elements. This interface defines the public API of the ElementManager mixin.
33
+ */
34
+ export interface IElementManager {
35
+ /**
36
+ * Gets the defensive capabilities against various elements from equipped items.
37
+ * The system automatically consolidates multiple defensive items, keeping only
38
+ * the highest protection rate for each element type.
39
+ *
40
+ * @returns Array of element defense objects with rate and element properties
41
+ */
42
+ elementsDefense: {
43
+ rate: number;
44
+ element: any;
45
+ }[];
46
+ /**
47
+ * Manages the player's elemental efficiency modifiers, which determine how
48
+ * effective different elements are against this player. Values greater than 1
49
+ * indicate vulnerability, while values less than 1 indicate resistance.
50
+ * This combines both class-based efficiency and player-specific modifiers.
51
+ *
52
+ * @returns Array of element efficiency objects with rate and element properties
53
+ */
54
+ elementsEfficiency: {
55
+ rate: number;
56
+ element: any;
57
+ }[];
58
+ /**
59
+ * Gets all offensive elements available to the player from equipped weapons and armor.
60
+ * This determines what elemental damage types the player can deal in combat.
61
+ * The system automatically combines elements from all equipped items and removes duplicates.
62
+ *
63
+ * @returns Array of element objects with rate and element properties for offensive capabilities
64
+ */
65
+ elements: {
66
+ rate: number;
67
+ element: string;
68
+ }[];
69
+ /**
70
+ * Calculate elemental damage coefficient against another player
71
+ *
72
+ * Determines the damage multiplier when this player attacks another player,
73
+ * taking into account the attacker's offensive elements, the defender's
74
+ * elemental efficiency, and elemental defense from equipment. This is used
75
+ * in the battle system to calculate elemental damage modifiers.
76
+ *
77
+ * @param otherPlayer - The target player to calculate coefficient against
78
+ * @returns Numerical coefficient to multiply base damage by
79
+ *
80
+ * @example
81
+ * ```ts
82
+ * // Calculate elemental damage coefficient
83
+ * const firePlayer = new MyPlayer();
84
+ * const icePlayer = new MyPlayer();
85
+ *
86
+ * // Fire player attacks ice player (assuming ice is weak to fire)
87
+ * const coefficient = icePlayer.coefficientElements(firePlayer);
88
+ * console.log(`Damage multiplier: ${coefficient}`); // e.g., 2.0 for double damage
89
+ *
90
+ * // Use in damage calculation
91
+ * const baseDamage = 100;
92
+ * const finalDamage = baseDamage * coefficient;
93
+ * console.log(`Final damage: ${finalDamage}`);
94
+ *
95
+ * // Check for elemental advantage
96
+ * if (coefficient > 1) {
97
+ * console.log('Attacker has elemental advantage!');
98
+ * } else if (coefficient < 1) {
99
+ * console.log('Defender resists this element');
100
+ * }
101
+ * ```
102
+ */
103
+ coefficientElements(otherPlayer: RpgPlayer): number;
104
+ }
@@ -0,0 +1,22 @@
1
+ import { PlayerCtor } from '../../../common/src';
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>>;