@rpgjs/server 5.0.0-alpha.4 → 5.0.0-alpha.41
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 +5 -0
- package/dist/Gui/GameoverGui.d.ts +23 -0
- package/dist/Gui/Gui.d.ts +6 -0
- package/dist/Gui/MenuGui.d.ts +22 -3
- package/dist/Gui/NotificationGui.d.ts +1 -2
- package/dist/Gui/SaveLoadGui.d.ts +13 -0
- package/dist/Gui/ShopGui.d.ts +28 -3
- package/dist/Gui/TitleGui.d.ts +23 -0
- package/dist/Gui/index.d.ts +10 -1
- package/dist/Player/BattleManager.d.ts +34 -12
- package/dist/Player/ClassManager.d.ts +46 -13
- package/dist/Player/ComponentManager.d.ts +123 -0
- package/dist/Player/Components.d.ts +345 -0
- package/dist/Player/EffectManager.d.ts +86 -0
- package/dist/Player/ElementManager.d.ts +104 -0
- package/dist/Player/GoldManager.d.ts +22 -0
- package/dist/Player/GuiManager.d.ts +259 -0
- package/dist/Player/ItemFixture.d.ts +6 -0
- package/dist/Player/ItemManager.d.ts +450 -9
- package/dist/Player/MoveManager.d.ts +324 -69
- package/dist/Player/ParameterManager.d.ts +344 -14
- package/dist/Player/Player.d.ts +460 -8
- package/dist/Player/SkillManager.d.ts +197 -15
- package/dist/Player/StateManager.d.ts +89 -25
- package/dist/Player/VariableManager.d.ts +74 -0
- package/dist/RpgServer.d.ts +502 -64
- package/dist/RpgServerEngine.d.ts +2 -1
- package/dist/decorators/event.d.ts +46 -0
- package/dist/decorators/map.d.ts +287 -0
- package/dist/index.d.ts +10 -0
- package/dist/index.js +21653 -20900
- package/dist/index.js.map +1 -1
- package/dist/logs/log.d.ts +2 -3
- package/dist/module.d.ts +43 -1
- package/dist/presets/index.d.ts +0 -9
- package/dist/rooms/BaseRoom.d.ts +132 -0
- package/dist/rooms/lobby.d.ts +10 -2
- package/dist/rooms/map.d.ts +1236 -17
- package/dist/services/save.d.ts +43 -0
- package/dist/storage/index.d.ts +1 -0
- package/dist/storage/localStorage.d.ts +23 -0
- package/package.json +14 -10
- package/src/Gui/DialogGui.ts +19 -4
- package/src/Gui/GameoverGui.ts +39 -0
- package/src/Gui/Gui.ts +23 -1
- package/src/Gui/MenuGui.ts +155 -6
- package/src/Gui/NotificationGui.ts +1 -2
- package/src/Gui/SaveLoadGui.ts +60 -0
- package/src/Gui/ShopGui.ts +146 -16
- package/src/Gui/TitleGui.ts +39 -0
- package/src/Gui/index.ts +15 -2
- package/src/Player/BattleManager.ts +91 -49
- package/src/Player/ClassManager.ts +118 -50
- package/src/Player/ComponentManager.ts +425 -19
- package/src/Player/Components.ts +380 -0
- package/src/Player/EffectManager.ts +81 -44
- package/src/Player/ElementManager.ts +109 -86
- package/src/Player/GoldManager.ts +32 -35
- package/src/Player/GuiManager.ts +308 -150
- package/src/Player/ItemFixture.ts +4 -5
- package/src/Player/ItemManager.ts +774 -355
- package/src/Player/MoveManager.ts +1544 -774
- package/src/Player/ParameterManager.ts +546 -104
- package/src/Player/Player.ts +1163 -88
- package/src/Player/SkillManager.ts +520 -195
- package/src/Player/StateManager.ts +170 -182
- package/src/Player/VariableManager.ts +101 -63
- package/src/RpgServer.ts +525 -63
- package/src/core/context.ts +1 -0
- package/src/decorators/event.ts +61 -0
- package/src/decorators/map.ts +327 -0
- package/src/index.ts +11 -1
- package/src/logs/log.ts +10 -3
- package/src/module.ts +126 -3
- package/src/presets/index.ts +1 -10
- package/src/rooms/BaseRoom.ts +232 -0
- package/src/rooms/lobby.ts +25 -7
- package/src/rooms/map.ts +2502 -194
- package/src/services/save.ts +147 -0
- package/src/storage/index.ts +1 -0
- package/src/storage/localStorage.ts +76 -0
- package/tests/battle.spec.ts +375 -0
- package/tests/change-map.spec.ts +72 -0
- package/tests/class.spec.ts +274 -0
- package/tests/effect.spec.ts +219 -0
- package/tests/element.spec.ts +221 -0
- package/tests/event.spec.ts +80 -0
- package/tests/gold.spec.ts +99 -0
- package/tests/item.spec.ts +609 -0
- package/tests/module.spec.ts +38 -0
- package/tests/move.spec.ts +601 -0
- package/tests/player-param.spec.ts +28 -0
- package/tests/prediction-reconciliation.spec.ts +182 -0
- package/tests/random-move.spec.ts +65 -0
- package/tests/skill.spec.ts +658 -0
- package/tests/state.spec.ts +467 -0
- package/tests/variable.spec.ts +185 -0
- package/tests/world-maps.spec.ts +896 -0
- package/vite.config.ts +16 -0
- package/dist/Player/Event.d.ts +0 -0
- package/src/Player/Event.ts +0 -0
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import { isString, PlayerCtor } from "@rpgjs/common";
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import { signal, computed, WritableSignal, ComputedSignal } from "@signe/reactive";
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import { MAXHP, MAXSP } from "@rpgjs/common";
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import { type } from "@signe/sync";
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export type ExpCurve = {
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basis: number;
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extra: number;
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accelerationA: number;
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accelerationB: number;
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};
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const DEFAULT_EXP_CURVE: ExpCurve = {
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basis: 30,
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extra: 20,
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accelerationA: 30,
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accelerationB: 30
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};
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function isObject(value: unknown): value is Record<string, unknown> {
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function toValidNumber(value: unknown, fallback: number): number {
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}
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function normalizeExpCurve(value: unknown): ExpCurve {
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if (!isObject(value)) return DEFAULT_EXP_CURVE;
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return {
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basis: toValidNumber(value.basis, DEFAULT_EXP_CURVE.basis),
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extra: toValidNumber(value.extra, DEFAULT_EXP_CURVE.extra),
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accelerationA: toValidNumber(value.accelerationA, DEFAULT_EXP_CURVE.accelerationA),
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accelerationB: toValidNumber(value.accelerationB, DEFAULT_EXP_CURVE.accelerationB)
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};
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/**
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*
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* Interface for Parameter Manager functionality
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* Provides comprehensive parameter management including health points (HP), skill points (SP),
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* experience and level progression, custom parameters, and parameter modifiers.
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*/
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export interface IParameterManager {
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/**
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* ```ts
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* player.initialLevel = 5
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* ```
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*
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* @title Set initial level
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* @prop {number} player.initialLevel
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* @default 1
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* @memberof ParameterManager
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* */
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initialLevel: number;
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/**
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* ```ts
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* player.finalLevel = 50
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* ```
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*
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* @title Set final level
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* @prop {number} player.finalLevel
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* @default 99
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* @memberof ParameterManager
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* */
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finalLevel: number;
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/**
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* With Object-based syntax, you can use following options:
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* - `basis: number`
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* - `extra: number`
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* - `accelerationA: number`
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* - `accelerationB: number`
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* @title Change Experience Curve
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* @prop {object} player.expCurve
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* @default
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* ```ts
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* {
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* basis: 30,
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* extra: 20,
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* accelerationA: 30,
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* accelerationB: 30
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* }
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* ```
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* @memberof ParameterManager
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* */
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expCurve: ExpCurve;
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/**
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* Changes the health points
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* - Cannot exceed the MaxHP parameter
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* - Cannot have a negative value
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* - If the value is 0, a hook named `onDead()` is called in the RpgPlayer class.
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*
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* ```ts
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* player.hp = 100
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* ```
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* @title Change HP
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* @prop {number} player.hp
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* @default MaxHPValue
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* @memberof ParameterManager
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* */
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hp: number;
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/**
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* Changes the skill points
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* - Cannot exceed the MaxSP parameter
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* - Cannot have a negative value
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*
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* ```ts
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* player.sp = 200
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* ```
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* @title Change SP
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* @prop {number} player.sp
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* @default MaxSPValue
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* @memberof ParameterManager
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* */
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sp: number;
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/**
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* Changing the player's experience.
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* ```ts
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* player.exp += 100
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* ```
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* Levels are based on the experience curve.
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*
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* ```ts
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* console.log(player.level) // 1
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* console.log(player.expForNextlevel) // 150
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* player.exp += 160
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* console.log(player.level) // 2
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* ```
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* @title Change Experience
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* @prop {number} player.exp
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* @default 0
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* */
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exp: number;
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/**
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* Changing the player's level.
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* ```ts
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* player.level += 1
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* ```
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* The level will be between the initial level given by the `initialLevel` and final level given by `finalLevel`
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*
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* ```ts
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* player.finalLevel = 50
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* player.level = 60
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* console.log(player.level) // 50
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* ```
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* @title Change Level
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* @prop {number} player.level
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* @default 1
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* */
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level: number;
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/**
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* ```ts
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* console.log(player.expForNextlevel) // 150
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* ```
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* @title Experience for next level ?
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* @prop {number} player.expForNextlevel
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* @readonly
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* */
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readonly expForNextlevel: number;
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/**
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* Read the value of a parameter. Put the name of the parameter.
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*
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* ```ts
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* import { Presets } from '@rpgjs/server'
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*
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* console.log(player.param[MAXHP])
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* ```
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*
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* > Possible to use the `player.getParamValue(name)` method instead
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* @title Get Param Value
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* @prop {object} player.param
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* @readonly
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* */
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readonly param: { [key: string]: number };
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* Direct parameter modifiers (reactive signal)
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*
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* > It is important that these parameters have been created beforehand with the `addParameter()` method.
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* > By default, the following settings have been created:
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* - maxhp
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* - maxsp
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* - str
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* - int
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* - dex
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* > The good practice is to retrieve the name coming from a constant
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* The value of the key is an object containing:
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* ```
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* {
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* value: number,
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* rate: number
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* }
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* ```
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* - value: Adds a number to the parameter
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* - rate: Adds a rate to the parameter
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* > Note that you can put both (value and rate)
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* This property uses reactive signals - changes automatically trigger parameter recalculation.
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* The final parameter values in `param` include aggregated modifiers from equipment, states, etc.
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*
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* @example
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* ```ts
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* import { Presets } from '@rpgjs/server'
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*
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* const { MAXHP } = Presets
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*
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* [MAXHP]: {
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* value: 100
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* }
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* }
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* ```
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*
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* @title Set Parameters Modifier
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* @prop {object} paramsModifier
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* */
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paramsModifier: {
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[key: string]: {
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value?: number,
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rate?: number
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}
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};
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/**
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* Get or set the parameters object
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*
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* @prop {object} parameters
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* @memberof ParameterManager
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*/
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|
+
parameters: { [key: string]: { start: number, end: number } };
|
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|
+
|
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|
+
/**
|
|
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|
+
* Get the value of a specific parameter by name
|
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|
+
*
|
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273
|
+
* @deprecated Use `player.param[name]` instead for better reactivity
|
|
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|
+
* @param name - The name of the parameter to get
|
|
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|
+
* @returns The calculated parameter value
|
|
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|
+
*
|
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|
+
* @example
|
|
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|
+
* ```ts
|
|
279
|
+
* import { Presets } from '@rpgjs/server'
|
|
280
|
+
*
|
|
281
|
+
* const { MAXHP } = Presets
|
|
282
|
+
*
|
|
283
|
+
* // Preferred way (reactive)
|
|
284
|
+
* const maxHp = player.param[MAXHP];
|
|
285
|
+
*
|
|
286
|
+
* // Legacy way (still works)
|
|
287
|
+
* const maxHp = player.getParamValue(MAXHP);
|
|
288
|
+
* ```
|
|
289
|
+
*/
|
|
290
|
+
getParamValue(name: string): number;
|
|
291
|
+
|
|
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|
+
/**
|
|
293
|
+
* Give a new parameter. Give a start value and an end value.
|
|
294
|
+
* The start value will be set to the level set at `player.initialLevel` and the end value will be linked to the level set at `player.finalLevel`.
|
|
295
|
+
*
|
|
296
|
+
* ```ts
|
|
297
|
+
* const SPEED = 'speed'
|
|
298
|
+
*
|
|
299
|
+
* player.addParameter(SPEED, {
|
|
300
|
+
* start: 10,
|
|
301
|
+
* end: 100
|
|
302
|
+
* })
|
|
303
|
+
*
|
|
304
|
+
* player.param[SPEED] // 10
|
|
305
|
+
* player.level += 5
|
|
306
|
+
* player.param[SPEED] // 14
|
|
307
|
+
* ```
|
|
308
|
+
*
|
|
309
|
+
* @title Add custom parameters
|
|
310
|
+
* @method player.addParameter(name,curve)
|
|
311
|
+
* @param {string} name - The name of the parameter
|
|
312
|
+
* @param {object} curve - Scheme of the object: { start: number, end: number }
|
|
313
|
+
* @returns {void}
|
|
314
|
+
* @memberof ParameterManager
|
|
315
|
+
* */
|
|
316
|
+
addParameter(name: string, curve: { start: number, end: number }): void;
|
|
317
|
+
|
|
318
|
+
/**
|
|
319
|
+
* Gives back in percentage of health points to skill points
|
|
320
|
+
*
|
|
321
|
+
* ```ts
|
|
322
|
+
* import { Presets } from '@rpgjs/server'
|
|
323
|
+
*
|
|
324
|
+
* const { MAXHP } = Presets
|
|
325
|
+
*
|
|
326
|
+
* console.log(player.param[MAXHP]) // 800
|
|
327
|
+
* player.hp = 100
|
|
328
|
+
* player.recovery({ hp: 0.5 }) // = 800 * 0.5
|
|
329
|
+
* console.log(player.hp) // 400
|
|
330
|
+
* ```
|
|
331
|
+
*
|
|
332
|
+
* @title Recovery HP and/or SP
|
|
333
|
+
* @method player.recovery(params)
|
|
334
|
+
* @param {object} params - Scheme of the object: { hp: number, sp: number }. The values of the numbers must be in 0 and 1
|
|
335
|
+
* @returns {void}
|
|
336
|
+
* @memberof ParameterManager
|
|
337
|
+
* */
|
|
338
|
+
recovery(params: { hp?: number, sp?: number }): void;
|
|
339
|
+
|
|
340
|
+
/**
|
|
341
|
+
* restores all HP and SP
|
|
342
|
+
*
|
|
343
|
+
* ```ts
|
|
344
|
+
* import { Presets } from '@rpgjs/server'
|
|
345
|
+
*
|
|
346
|
+
* const { MAXHP, MAXSP } = Presets
|
|
347
|
+
*
|
|
348
|
+
* console.log(player.param[MAXHP], player.param[MAXSP]) // 800, 230
|
|
349
|
+
* player.hp = 100
|
|
350
|
+
* player.sp = 0
|
|
351
|
+
* player.allRecovery()
|
|
352
|
+
* console.log(player.hp, player.sp) // 800, 230
|
|
353
|
+
* ```
|
|
354
|
+
*
|
|
355
|
+
* @title All Recovery
|
|
356
|
+
* @method player.allRecovery()
|
|
357
|
+
* @returns {void}
|
|
358
|
+
* @memberof ParameterManager
|
|
359
|
+
* */
|
|
360
|
+
allRecovery(): void;
|
|
361
|
+
}
|
|
362
|
+
|
|
363
|
+
/**
|
|
364
|
+
* Parameter Manager Mixin with Reactive Signals
|
|
365
|
+
*
|
|
366
|
+
* Provides comprehensive parameter management functionality using reactive signals from `@signe/reactive`.
|
|
367
|
+
* This mixin handles health points (HP), skill points (SP), experience and level progression,
|
|
368
|
+
* custom parameters, and parameter modifiers with automatic reactivity.
|
|
369
|
+
*
|
|
370
|
+
* **Key Features:**
|
|
371
|
+
* - ✨ **Reactive Parameters**: All parameters automatically recalculate when level or modifiers change
|
|
372
|
+
* - 🚀 **Performance Optimized**: Uses computed signals to avoid unnecessary recalculations
|
|
373
|
+
* - 🔄 **Real-time Updates**: Changes propagate automatically throughout the system
|
|
374
|
+
* - 🎯 **Type Safe**: Full TypeScript support with proper type inference
|
|
27
375
|
*
|
|
28
376
|
* @template TBase - The base class constructor type
|
|
29
|
-
* @param Base - The base class to extend
|
|
30
|
-
* @returns
|
|
377
|
+
* @param Base - The base class to extend with parameter management
|
|
378
|
+
* @returns Extended class with reactive parameter management methods
|
|
31
379
|
*
|
|
32
380
|
* @example
|
|
33
381
|
* ```ts
|
|
34
382
|
* class MyPlayer extends WithParameterManager(BasePlayer) {
|
|
35
383
|
* constructor() {
|
|
36
384
|
* super();
|
|
385
|
+
*
|
|
386
|
+
* // Add custom parameters
|
|
37
387
|
* this.addParameter('strength', { start: 10, end: 100 });
|
|
388
|
+
* this.addParameter('magic', { start: 5, end: 80 });
|
|
38
389
|
* }
|
|
39
390
|
* }
|
|
391
|
+
*
|
|
392
|
+
* const player = new MyPlayer();
|
|
393
|
+
*
|
|
394
|
+
* // Reactive parameter updates
|
|
395
|
+
* player.level = 5;
|
|
396
|
+
* console.log(player.param.strength); // Automatically calculated for level 5
|
|
397
|
+
*
|
|
398
|
+
* // Reactive modifiers
|
|
399
|
+
* player.paramsModifier = {
|
|
400
|
+
* [MAXHP]: { value: 100, rate: 1.2 }
|
|
401
|
+
* };
|
|
402
|
+
* console.log(player.param[MAXHP]); // Automatically includes modifiers
|
|
40
403
|
* ```
|
|
41
404
|
*/
|
|
42
|
-
export function WithParameterManager<TBase extends
|
|
43
|
-
Base
|
|
44
|
-
|
|
45
|
-
|
|
46
|
-
|
|
405
|
+
export function WithParameterManager<TBase extends PlayerCtor>(Base: TBase) {
|
|
406
|
+
return class extends Base {
|
|
407
|
+
/**
|
|
408
|
+
* Signal for parameter modifiers - allows reactive updates when modifiers change
|
|
409
|
+
*
|
|
410
|
+
* This signal tracks temporary parameter modifications from equipment, states, etc.
|
|
411
|
+
* When updated, it automatically triggers recalculation of all computed parameters.
|
|
412
|
+
*
|
|
413
|
+
* @example
|
|
414
|
+
* ```ts
|
|
415
|
+
* // Set modifier that adds 100 to MaxHP
|
|
416
|
+
* player.paramsModifier = {
|
|
417
|
+
* [MAXHP]: { value: 100 }
|
|
418
|
+
* };
|
|
419
|
+
*
|
|
420
|
+
* // Parameters automatically recalculate
|
|
421
|
+
* console.log(player.param[MAXHP]); // Updated value
|
|
422
|
+
* ```
|
|
423
|
+
*/
|
|
424
|
+
private _paramsModifierSignal = type(signal<{
|
|
47
425
|
[key: string]: {
|
|
48
426
|
value?: number,
|
|
49
427
|
rate?: number
|
|
50
428
|
}
|
|
51
|
-
}
|
|
429
|
+
}>({}) as any, '_paramsModifierSignal', { persist: true }, this as any)
|
|
52
430
|
|
|
53
|
-
|
|
54
|
-
|
|
55
|
-
|
|
56
|
-
|
|
431
|
+
/**
|
|
432
|
+
* Signal for base parameters configuration
|
|
433
|
+
*
|
|
434
|
+
* Stores the start and end values for each parameter's level curve.
|
|
435
|
+
* Changes to this signal trigger recalculation of all parameter values.
|
|
436
|
+
*/
|
|
437
|
+
private _parametersSignal = type(signal<{
|
|
438
|
+
[key: string]: {
|
|
439
|
+
start: number,
|
|
440
|
+
end: number
|
|
441
|
+
}
|
|
442
|
+
}>({}) as any, '_parametersSignal', { persist: true }, this as any)
|
|
443
|
+
|
|
444
|
+
/**
|
|
445
|
+
* Computed signal for all parameter values
|
|
446
|
+
*
|
|
447
|
+
* Automatically recalculates all parameter values when level or modifiers change.
|
|
448
|
+
* This provides reactive parameter updates throughout the system.
|
|
449
|
+
*
|
|
450
|
+
* @example
|
|
451
|
+
* ```ts
|
|
452
|
+
* // Access reactive parameters
|
|
453
|
+
* const maxHp = player.param[MAXHP]; // Always current value
|
|
454
|
+
*
|
|
455
|
+
* // Parameters update automatically when level changes
|
|
456
|
+
* player.level = 10;
|
|
457
|
+
* console.log(player.param[MAXHP]); // New calculated value
|
|
458
|
+
* ```
|
|
459
|
+
*/
|
|
460
|
+
_param = type(computed(() => {
|
|
461
|
+
const obj = {}
|
|
462
|
+
const parameters = this._parametersSignal()
|
|
463
|
+
const allModifiers = this._getAggregatedModifiers()
|
|
464
|
+
const level = this._level()
|
|
465
|
+
|
|
466
|
+
for (const [name, paramConfig] of Object.entries(parameters)) {
|
|
467
|
+
let curveVal = Math.floor((paramConfig.end - paramConfig.start) * ((level - 1) / (this.finalLevel - this.initialLevel))) + paramConfig.start
|
|
468
|
+
|
|
469
|
+
const modifier = allModifiers[name]
|
|
470
|
+
if (modifier) {
|
|
471
|
+
if (modifier.rate) curveVal *= modifier.rate
|
|
472
|
+
if (modifier.value) curveVal += modifier.value
|
|
473
|
+
}
|
|
474
|
+
|
|
475
|
+
obj[name] = curveVal
|
|
476
|
+
}
|
|
477
|
+
|
|
478
|
+
return obj
|
|
479
|
+
}) as any, '_param', {}, this as any)
|
|
480
|
+
|
|
481
|
+
/**
|
|
482
|
+
* Aggregates parameter modifiers from all sources (direct modifiers, states, equipment)
|
|
483
|
+
*
|
|
484
|
+
* This method combines modifiers from multiple sources and calculates the final
|
|
485
|
+
* modifier values for each parameter. It handles both value and rate modifiers.
|
|
486
|
+
*
|
|
487
|
+
* @returns Aggregated parameter modifiers
|
|
488
|
+
*
|
|
489
|
+
* @example
|
|
490
|
+
* ```ts
|
|
491
|
+
* // Internal usage - gets modifiers from all sources
|
|
492
|
+
* const modifiers = this._getAggregatedModifiers();
|
|
493
|
+
* console.log(modifiers[MAXHP]); // { value: 100, rate: 1.2 }
|
|
494
|
+
* ```
|
|
495
|
+
*/
|
|
496
|
+
private _getAggregatedModifiers(): { [key: string]: { value?: number, rate?: number } } {
|
|
497
|
+
const params = {}
|
|
498
|
+
const paramsAvg = {}
|
|
499
|
+
|
|
500
|
+
const changeParam = (paramsModifier) => {
|
|
501
|
+
for (let key in paramsModifier) {
|
|
502
|
+
const { rate, value } = paramsModifier[key]
|
|
503
|
+
if (!params[key]) params[key] = { rate: 0, value: 0 }
|
|
504
|
+
if (!paramsAvg[key]) paramsAvg[key] = 0
|
|
505
|
+
if (value) params[key].value += value
|
|
506
|
+
if (rate !== undefined) params[key].rate += rate
|
|
507
|
+
paramsAvg[key]++
|
|
508
|
+
}
|
|
509
|
+
}
|
|
510
|
+
|
|
511
|
+
const getModifier = (prop) => {
|
|
512
|
+
if (!isString(prop)) {
|
|
513
|
+
changeParam(prop)
|
|
514
|
+
return
|
|
515
|
+
}
|
|
516
|
+
for (let el of this[prop]()) {
|
|
517
|
+
if (!el.paramsModifier) continue
|
|
518
|
+
changeParam(el.paramsModifier)
|
|
519
|
+
}
|
|
520
|
+
}
|
|
521
|
+
|
|
522
|
+
// Aggregate modifiers from all sources
|
|
523
|
+
getModifier(this._paramsModifierSignal())
|
|
524
|
+
getModifier('states')
|
|
525
|
+
getModifier('equipments')
|
|
526
|
+
|
|
527
|
+
// Average the rates
|
|
528
|
+
for (let key in params) {
|
|
529
|
+
params[key].rate /= paramsAvg[key]
|
|
530
|
+
}
|
|
531
|
+
|
|
532
|
+
return params
|
|
533
|
+
}
|
|
57
534
|
|
|
58
535
|
/**
|
|
59
536
|
* ```ts
|
|
@@ -98,11 +575,22 @@ export function WithParameterManager<TBase extends Constructor<RpgCommonPlayer>>
|
|
|
98
575
|
* ```
|
|
99
576
|
* @memberof ParameterManager
|
|
100
577
|
* */
|
|
101
|
-
public
|
|
102
|
-
|
|
103
|
-
|
|
104
|
-
|
|
105
|
-
|
|
578
|
+
public _expCurveSignal = type(signal<string>(JSON.stringify(DEFAULT_EXP_CURVE)) as any, '_expCurveSignal', { persist: true }, this as any)
|
|
579
|
+
|
|
580
|
+
get expCurve(): ExpCurve {
|
|
581
|
+
const raw = this._expCurveSignal()
|
|
582
|
+
if (!raw) return DEFAULT_EXP_CURVE
|
|
583
|
+
|
|
584
|
+
try {
|
|
585
|
+
return normalizeExpCurve(JSON.parse(raw))
|
|
586
|
+
}
|
|
587
|
+
catch {
|
|
588
|
+
return DEFAULT_EXP_CURVE
|
|
589
|
+
}
|
|
590
|
+
}
|
|
591
|
+
|
|
592
|
+
set expCurve(val: ExpCurve) {
|
|
593
|
+
this._expCurveSignal.set(JSON.stringify(val))
|
|
106
594
|
}
|
|
107
595
|
|
|
108
596
|
/**
|
|
@@ -127,11 +615,11 @@ export function WithParameterManager<TBase extends Constructor<RpgCommonPlayer>>
|
|
|
127
615
|
this['execMethod']('onDead')
|
|
128
616
|
val = 0
|
|
129
617
|
}
|
|
130
|
-
this.
|
|
618
|
+
this.hpSignal.set(val)
|
|
131
619
|
}
|
|
132
620
|
|
|
133
621
|
get hp(): number {
|
|
134
|
-
return this.
|
|
622
|
+
return this.hpSignal()
|
|
135
623
|
}
|
|
136
624
|
|
|
137
625
|
/**
|
|
@@ -151,12 +639,12 @@ export function WithParameterManager<TBase extends Constructor<RpgCommonPlayer>>
|
|
|
151
639
|
if (val > this.param[MAXSP]) {
|
|
152
640
|
val = this.param[MAXSP]
|
|
153
641
|
}
|
|
154
|
-
this.
|
|
642
|
+
this.spSignal.set(val)
|
|
155
643
|
}
|
|
156
644
|
|
|
157
645
|
get sp(): number {
|
|
158
|
-
return this.
|
|
159
|
-
}
|
|
646
|
+
return this.spSignal()
|
|
647
|
+
}
|
|
160
648
|
|
|
161
649
|
/**
|
|
162
650
|
* Changing the player's experience.
|
|
@@ -236,7 +724,6 @@ export function WithParameterManager<TBase extends Constructor<RpgCommonPlayer>>
|
|
|
236
724
|
get level(): number {
|
|
237
725
|
return this._level()
|
|
238
726
|
}
|
|
239
|
-
|
|
240
727
|
/**
|
|
241
728
|
* ```ts
|
|
242
729
|
* console.log(player.expForNextlevel) // 150
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@@ -268,43 +755,11 @@ export function WithParameterManager<TBase extends Constructor<RpgCommonPlayer>>
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268
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* @memberof ParameterManager
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269
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* */
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270
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get param() {
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271
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-
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272
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-
this._parameters.forEach((val, name) => {
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273
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-
obj[name] = this.getParamValue(name)
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274
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})
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275
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-
return obj
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758
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+
return this._param()
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759
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}
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760
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get paramsModifier() {
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279
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-
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-
const paramsAvg = {}
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281
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-
const changeParam = (paramsModifier) => {
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for (let key in paramsModifier) {
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283
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const { rate, value } = paramsModifier[key]
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284
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if (!params[key]) params[key] = { rate: 0, value: 0 }
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285
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if (!paramsAvg[key]) paramsAvg[key] = 0
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286
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if (value) params[key].value += value
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287
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if (rate !== undefined) params[key].rate += rate
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288
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paramsAvg[key]++
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289
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-
}
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290
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}
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291
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-
const getModifier = (prop) => {
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292
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if (!isString(prop)) {
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293
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changeParam(prop)
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294
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-
return
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295
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-
}
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296
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-
for (let el of this[prop]()) {
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297
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-
if (!el.paramsModifier) continue
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298
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changeParam(el.paramsModifier)
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299
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}
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300
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}
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301
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-
getModifier(this._paramsModifier)
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302
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getModifier('states')
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303
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getModifier('equipments')
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304
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for (let key in params) {
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305
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params[key].rate /= paramsAvg[key]
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306
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}
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307
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-
return params
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762
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return this._paramsModifierSignal()
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}
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764
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/**
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@@ -370,15 +825,15 @@ export function WithParameterManager<TBase extends Constructor<RpgCommonPlayer>>
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370
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rate?: number
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371
826
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}
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372
827
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}) {
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373
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-
this.
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828
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+
this._paramsModifierSignal.set(val)
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374
829
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}
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375
830
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376
831
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get parameters() {
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377
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-
return this.
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832
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+
return this._parametersSignal()
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378
833
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}
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379
834
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380
835
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set parameters(val) {
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381
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-
this.
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836
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this._parametersSignal.set(val)
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382
837
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}
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383
838
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384
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private _expForLevel(level: number): number {
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@@ -391,23 +846,8 @@ export function WithParameterManager<TBase extends Constructor<RpgCommonPlayer>>
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391
846
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return Math.round(basis * (Math.pow(level - 1, 0.9 + accelerationA / 250)) * level * (level + 1) / (6 + Math.pow(level, 2) / 50 / accelerationB) + (level - 1) * extra)
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392
847
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}
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393
848
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394
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-
private getParam(name: string) {
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395
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-
const features = this._parameters.get(name)
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396
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if (!features) {
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397
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throw `Parameter ${name} not exists. Please use addParameter() before`
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398
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}
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399
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-
return features
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400
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-
}
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401
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-
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402
849
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getParamValue(name: string): number | never {
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403
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-
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404
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-
let curveVal = Math.floor((features.end - features.start) * ((this.level-1) / (this.finalLevel - this.initialLevel))) + features.start
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405
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-
const modifier = this.paramsModifier[name]
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406
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if (modifier) {
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407
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if (modifier.rate) curveVal *= modifier.rate
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408
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if (modifier.value) curveVal += modifier.value
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409
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-
}
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410
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-
return curveVal
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850
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+
return this.param[name]
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411
851
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}
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412
852
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413
853
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/**
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@@ -429,15 +869,17 @@ export function WithParameterManager<TBase extends Constructor<RpgCommonPlayer>>
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429
869
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*
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430
870
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* @title Add custom parameters
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431
871
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* @method player.addParameter(name,curve)
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432
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-
* @param {
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433
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-
* @param {object} curve Scheme of the object: { start: number, end: number }
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872
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* @param {string} name - The name of the parameter
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873
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+
* @param {object} curve - Scheme of the object: { start: number, end: number }
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434
874
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* @returns {void}
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435
875
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* @memberof ParameterManager
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436
876
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* */
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437
877
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addParameter(name: string, { start, end }: { start: number, end: number }): void {
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438
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-
this.
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439
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-
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440
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-
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|
878
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+
this._parametersSignal.mutate(parameters => {
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879
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+
parameters[name] = {
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880
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+
start,
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881
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end
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882
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}
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441
883
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})
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442
884
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const maxHp = this.param[MAXHP]
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443
885
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const maxSp = this.param[MAXSP]
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@@ -465,7 +907,7 @@ export function WithParameterManager<TBase extends Constructor<RpgCommonPlayer>>
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465
907
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*
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466
908
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* @title Recovery HP and/or SP
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467
909
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* @method player.recovery(params)
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468
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-
* @param {object} params Scheme of the object: { hp: number, sp: number }. The values of the numbers must be in 0 and 1
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910
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+
* @param {object} params - Scheme of the object: { hp: number, sp: number }. The values of the numbers must be in 0 and 1
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469
911
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* @returns {void}
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470
912
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* @memberof ParameterManager
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471
913
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* */
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@@ -497,5 +939,5 @@ export function WithParameterManager<TBase extends Constructor<RpgCommonPlayer>>
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497
939
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allRecovery(): void {
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498
940
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this.recovery({ hp: 1, sp: 1 })
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499
941
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}
|
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500
|
-
}
|
|
501
|
-
}
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942
|
+
} as unknown as TBase;
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943
|
+
}
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