axiomancer-mechanics 0.1.2 → 0.3.0

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Files changed (69) hide show
  1. package/dist/Character/index.d.ts +4 -0
  2. package/dist/Character/index.d.ts.map +1 -1
  3. package/dist/Character/index.js +4 -4
  4. package/dist/Character/index.js.map +1 -1
  5. package/dist/Combat/combat-effects.d.ts +56 -0
  6. package/dist/Combat/combat-effects.d.ts.map +1 -0
  7. package/dist/Combat/combat-effects.js +152 -0
  8. package/dist/Combat/combat-effects.js.map +1 -0
  9. package/dist/Combat/combat-effects.library.json +166 -0
  10. package/dist/Combat/combat.reducer.d.ts.map +1 -1
  11. package/dist/Combat/combat.reducer.js +4 -0
  12. package/dist/Combat/combat.reducer.js.map +1 -1
  13. package/dist/Combat/combat.resolver.d.ts +248 -0
  14. package/dist/Combat/combat.resolver.d.ts.map +1 -0
  15. package/dist/Combat/combat.resolver.js +463 -0
  16. package/dist/Combat/combat.resolver.js.map +1 -0
  17. package/dist/Combat/effect-modifiers.d.ts +0 -1
  18. package/dist/Combat/effect-modifiers.d.ts.map +1 -1
  19. package/dist/Combat/effect-modifiers.js +0 -4
  20. package/dist/Combat/effect-modifiers.js.map +1 -1
  21. package/dist/Combat/effects.d.ts +0 -5
  22. package/dist/Combat/effects.d.ts.map +1 -1
  23. package/dist/Combat/effects.js +1 -13
  24. package/dist/Combat/effects.js.map +1 -1
  25. package/dist/Combat/index.d.ts +6 -2
  26. package/dist/Combat/index.d.ts.map +1 -1
  27. package/dist/Combat/index.js +10 -2
  28. package/dist/Combat/index.js.map +1 -1
  29. package/dist/Enemy/enemy.library.d.ts +6 -0
  30. package/dist/Enemy/enemy.library.d.ts.map +1 -1
  31. package/dist/Enemy/enemy.library.js +22 -2
  32. package/dist/Enemy/enemy.library.js.map +1 -1
  33. package/dist/Enemy/index.d.ts +3 -0
  34. package/dist/Enemy/index.d.ts.map +1 -1
  35. package/dist/Enemy/index.js +4 -4
  36. package/dist/Enemy/index.js.map +1 -1
  37. package/dist/Game/game-mechanics.constants.d.ts +6 -1
  38. package/dist/Game/game-mechanics.constants.d.ts.map +1 -1
  39. package/dist/Game/game-mechanics.constants.js +7 -2
  40. package/dist/Game/game-mechanics.constants.js.map +1 -1
  41. package/dist/Skills/e2e/fixtures.d.ts +3 -0
  42. package/dist/Skills/e2e/fixtures.d.ts.map +1 -0
  43. package/dist/Skills/e2e/fixtures.js +22 -0
  44. package/dist/Skills/e2e/fixtures.js.map +1 -0
  45. package/dist/Skills/index.d.ts +4 -1
  46. package/dist/Skills/index.d.ts.map +1 -1
  47. package/dist/Skills/index.js +12 -0
  48. package/dist/Skills/index.js.map +1 -1
  49. package/dist/Skills/skill.engine.d.ts +69 -0
  50. package/dist/Skills/skill.engine.d.ts.map +1 -0
  51. package/dist/Skills/skill.engine.js +263 -0
  52. package/dist/Skills/skill.engine.js.map +1 -0
  53. package/dist/Skills/skill.library.d.ts +4 -0
  54. package/dist/Skills/skill.library.d.ts.map +1 -0
  55. package/dist/Skills/skill.library.js +213 -0
  56. package/dist/Skills/skill.library.js.map +1 -0
  57. package/dist/Utils/index.d.ts +0 -1
  58. package/dist/Utils/index.d.ts.map +1 -1
  59. package/dist/Utils/index.js +0 -5
  60. package/dist/Utils/index.js.map +1 -1
  61. package/dist/index.d.ts +5 -2
  62. package/dist/index.d.ts.map +1 -1
  63. package/dist/index.js +11 -3
  64. package/dist/index.js.map +1 -1
  65. package/package.json +1 -1
  66. package/dist/Combat/e2e/combat.engine.d.ts +0 -17
  67. package/dist/Combat/e2e/combat.engine.d.ts.map +0 -1
  68. package/dist/Combat/e2e/combat.engine.js +0 -138
  69. package/dist/Combat/e2e/combat.engine.js.map +0 -1
@@ -1,5 +1,6 @@
1
1
  import { Character, BaseStats } from './types';
2
2
  import { ActiveEffect } from '../Effects/types';
3
+ import { ProcUnlocks } from '../Combat/combat-effects';
3
4
  import { Item } from '../Items/types';
4
5
  export interface CreateCharacterOptions {
5
6
  name: string;
@@ -7,6 +8,9 @@ export interface CreateCharacterOptions {
7
8
  baseStats: BaseStats;
8
9
  inventory?: Item[];
9
10
  effects?: ActiveEffect[];
11
+ knownSkills?: string[];
12
+ equippedSkills?: string[];
13
+ procUnlocks?: ProcUnlocks;
10
14
  }
11
15
  export declare function createCharacter(options: CreateCharacterOptions): Character;
12
16
  export type { Character, BaseStats, DerivedStats, NonCombatStats } from './types';
@@ -1 +1 @@
1
- {"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../../src/Character/index.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,SAAS,EAAE,SAAS,EAAE,MAAM,SAAS,CAAC;AAC/C,OAAO,EAAE,YAAY,EAAE,MAAM,kBAAkB,CAAC;AAChD,OAAO,EAAE,IAAI,EAAE,MAAM,gBAAgB,CAAC;AAOtC,MAAM,WAAW,sBAAsB;IACnC,IAAI,EAAE,MAAM,CAAC;IACb,KAAK,EAAE,MAAM,CAAC;IACd,SAAS,EAAE,SAAS,CAAC;IACrB,SAAS,CAAC,EAAE,IAAI,EAAE,CAAC;IACnB,OAAO,CAAC,EAAE,YAAY,EAAE,CAAC;CAC5B;AAMD,wBAAgB,eAAe,CAAC,OAAO,EAAE,sBAAsB,GAAG,SAAS,CAqB1E;AAED,YAAY,EAAE,SAAS,EAAE,SAAS,EAAE,YAAY,EAAE,cAAc,EAAE,MAAM,SAAS,CAAC"}
1
+ {"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../../src/Character/index.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,SAAS,EAAE,SAAS,EAAE,MAAM,SAAS,CAAC;AAC/C,OAAO,EAAE,YAAY,EAAE,MAAM,kBAAkB,CAAC;AAChD,OAAO,EAAE,WAAW,EAAE,MAAM,0BAA0B,CAAC;AACvD,OAAO,EAAE,IAAI,EAAE,MAAM,gBAAgB,CAAC;AAOtC,MAAM,WAAW,sBAAsB;IACnC,IAAI,EAAE,MAAM,CAAC;IACb,KAAK,EAAE,MAAM,CAAC;IACd,SAAS,EAAE,SAAS,CAAC;IACrB,SAAS,CAAC,EAAE,IAAI,EAAE,CAAC;IACnB,OAAO,CAAC,EAAE,YAAY,EAAE,CAAC;IACzB,WAAW,CAAC,EAAE,MAAM,EAAE,CAAC;IACvB,cAAc,CAAC,EAAE,MAAM,EAAE,CAAC;IAC1B,WAAW,CAAC,EAAE,WAAW,CAAC;CAC7B;AAMD,wBAAgB,eAAe,CAAC,OAAO,EAAE,sBAAsB,GAAG,SAAS,CAwB1E;AAED,YAAY,EAAE,SAAS,EAAE,SAAS,EAAE,YAAY,EAAE,cAAc,EAAE,MAAM,SAAS,CAAC"}
@@ -4,9 +4,8 @@ exports.createCharacter = createCharacter;
4
4
  const Utils_1 = require("../Utils");
5
5
  const game_mechanics_constants_1 = require("../Game/game-mechanics.constants");
6
6
  function createCharacter(options) {
7
- const { name, level, baseStats, inventory = [], effects = [] } = options;
7
+ const { name, level, baseStats, inventory = [], effects = [], knownSkills = [], equippedSkills = [], procUnlocks, } = options;
8
8
  const maxHealth = (0, Utils_1.calculateMaxHealth)(level, baseStats);
9
- const maxMana = (0, Utils_1.calculateMaxMana)(level, baseStats);
10
9
  return {
11
10
  name,
12
11
  level,
@@ -14,13 +13,14 @@ function createCharacter(options) {
14
13
  experienceToNextLevel: level * game_mechanics_constants_1.EXPERIENCE_PER_LEVEL,
15
14
  health: maxHealth,
16
15
  maxHealth,
17
- mana: maxMana,
18
- maxMana,
19
16
  baseStats,
20
17
  derivedStats: (0, Utils_1.deriveStats)(baseStats),
21
18
  nonCombatStats: (0, Utils_1.deriveNonCombatStats)(baseStats),
22
19
  inventory,
23
20
  effects,
21
+ knownSkills,
22
+ equippedSkills,
23
+ procUnlocks,
24
24
  };
25
25
  }
26
26
  //# sourceMappingURL=index.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"index.js","sourceRoot":"","sources":["../../src/Character/index.ts"],"names":[],"mappings":";;AAqBA,0CAqBC;AAvCD,oCAAmG;AACnG,+EAAwE;AAiBxE,SAAgB,eAAe,CAAC,OAA+B;IAC3D,MAAM,EAAE,IAAI,EAAE,KAAK,EAAE,SAAS,EAAE,SAAS,GAAG,EAAE,EAAE,OAAO,GAAG,EAAE,EAAE,GAAG,OAAO,CAAC;IAEzE,MAAM,SAAS,GAAG,IAAA,0BAAkB,EAAC,KAAK,EAAE,SAAS,CAAC,CAAC;IACvD,MAAM,OAAO,GAAG,IAAA,wBAAgB,EAAC,KAAK,EAAE,SAAS,CAAC,CAAC;IAEnD,OAAO;QACH,IAAI;QACJ,KAAK;QACL,UAAU,EAAE,CAAC,KAAK,GAAG,CAAC,CAAC,GAAG,+CAAoB;QAC9C,qBAAqB,EAAE,KAAK,GAAG,+CAAoB;QACnD,MAAM,EAAE,SAAS;QACjB,SAAS;QACT,IAAI,EAAE,OAAO;QACb,OAAO;QACP,SAAS;QACT,YAAY,EAAE,IAAA,mBAAW,EAAC,SAAS,CAAC;QACpC,cAAc,EAAE,IAAA,4BAAoB,EAAC,SAAS,CAAC;QAC/C,SAAS;QACT,OAAO;KACV,CAAC;AACN,CAAC"}
1
+ {"version":3,"file":"index.js","sourceRoot":"","sources":["../../src/Character/index.ts"],"names":[],"mappings":";;AAyBA,0CAwBC;AA7CD,oCAAiF;AACjF,+EAAwE;AAoBxE,SAAgB,eAAe,CAAC,OAA+B;IAC3D,MAAM,EACF,IAAI,EAAE,KAAK,EAAE,SAAS,EAAE,SAAS,GAAG,EAAE,EAAE,OAAO,GAAG,EAAE,EACpD,WAAW,GAAG,EAAE,EAAE,cAAc,GAAG,EAAE,EAAE,WAAW,GACrD,GAAG,OAAO,CAAC;IAEZ,MAAM,SAAS,GAAG,IAAA,0BAAkB,EAAC,KAAK,EAAE,SAAS,CAAC,CAAC;IAEvD,OAAO;QACH,IAAI;QACJ,KAAK;QACL,UAAU,EAAE,CAAC,KAAK,GAAG,CAAC,CAAC,GAAG,+CAAoB;QAC9C,qBAAqB,EAAE,KAAK,GAAG,+CAAoB;QACnD,MAAM,EAAE,SAAS;QACjB,SAAS;QACT,SAAS;QACT,YAAY,EAAE,IAAA,mBAAW,EAAC,SAAS,CAAC;QACpC,cAAc,EAAE,IAAA,4BAAoB,EAAC,SAAS,CAAC;QAC/C,SAAS;QACT,OAAO;QACP,WAAW;QACX,cAAc;QACd,WAAW;KACd,CAAC;AACN,CAAC"}
@@ -0,0 +1,56 @@
1
+ import { Stance, Combatant } from './types';
2
+ import { Character } from '../Character/types';
3
+ import { Enemy } from '../Enemy/types';
4
+ import { ActiveEffect, Effect, EffectApplicationResult, EffectTier } from '../Effects/types';
5
+ export interface CombatEffectTrigger {
6
+ stance: Stance;
7
+ action: 'attack' | 'defend';
8
+ tier: EffectTier;
9
+ effectId: string;
10
+ target: 'self' | 'opponent';
11
+ baseChance: number;
12
+ intensityOverride?: number;
13
+ durationOverride?: number;
14
+ fumbleEffectId?: string;
15
+ }
16
+ export type ProcUnlocks = Partial<Record<Stance, Partial<Record<'attack' | 'defend', EffectTier>>>>;
17
+ export type ProcOverrides = Partial<Record<Stance, Partial<Record<'attack' | 'defend', CombatEffectTrigger[]>>>>;
18
+ export declare function getEligibleTriggers(stance: Stance, action: 'attack' | 'defend', unlocks?: ProcUnlocks, overrides?: ProcOverrides): CombatEffectTrigger[];
19
+ export declare function calculateProcChance(trigger: CombatEffectTrigger, actor: Combatant): number;
20
+ export interface ProcRollOutcome {
21
+ trigger: CombatEffectTrigger;
22
+ effect: Effect;
23
+ decision: 'crit' | 'normal' | 'skipped';
24
+ intensityBonus: number;
25
+ durationBonus: number;
26
+ appliedTo: 'self' | 'opponent';
27
+ }
28
+ export interface FumbleOutcome {
29
+ effect: Effect;
30
+ effectId: string;
31
+ }
32
+ export interface RollForCombatEffectsParams {
33
+ actor: Combatant;
34
+ stance: Stance;
35
+ action: 'attack' | 'defend';
36
+ rawAttackRoll: number;
37
+ unlocks?: ProcUnlocks;
38
+ overrides?: ProcOverrides;
39
+ rng?: () => number;
40
+ }
41
+ export declare function rollForCombatEffects(p: RollForCombatEffectsParams): {
42
+ procs: ProcRollOutcome[];
43
+ fumble: FumbleOutcome | null;
44
+ };
45
+ export declare function applyProcOutcome(outcome: ProcRollOutcome, actor: Character | Enemy, actorEffects: ActiveEffect[], opponent: Character | Enemy, opponentEffects: ActiveEffect[], round: number, attackerHeartBonus?: number): {
46
+ actorEffects: ActiveEffect[];
47
+ opponentEffects: ActiveEffect[];
48
+ appliedTo: 'self' | 'opponent';
49
+ result: EffectApplicationResult;
50
+ };
51
+ export declare function applyFumbleOutcome(fumble: FumbleOutcome, actorEffects: ActiveEffect[], round: number): {
52
+ actorEffects: ActiveEffect[];
53
+ result: EffectApplicationResult;
54
+ };
55
+ export declare const combatEffectsLibrary: readonly CombatEffectTrigger[];
56
+ //# sourceMappingURL=combat-effects.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"combat-effects.d.ts","sourceRoot":"","sources":["../../src/Combat/combat-effects.ts"],"names":[],"mappings":"AA6BA,OAAO,EAAE,MAAM,EAAE,SAAS,EAAE,MAAM,SAAS,CAAC;AAC5C,OAAO,EAAE,SAAS,EAAE,MAAM,oBAAoB,CAAC;AAC/C,OAAO,EAAE,KAAK,EAAE,MAAM,gBAAgB,CAAC;AACvC,OAAO,EAAE,YAAY,EAAE,MAAM,EAAE,uBAAuB,EAAE,UAAU,EAAE,MAAM,kBAAkB,CAAC;AAO7F,MAAM,WAAW,mBAAmB;IAChC,MAAM,EAAE,MAAM,CAAC;IACf,MAAM,EAAE,QAAQ,GAAG,QAAQ,CAAC;IAC5B,IAAI,EAAE,UAAU,CAAC;IACjB,QAAQ,EAAE,MAAM,CAAC;IAKjB,MAAM,EAAE,MAAM,GAAG,UAAU,CAAC;IAE5B,UAAU,EAAE,MAAM,CAAC;IAEnB,iBAAiB,CAAC,EAAE,MAAM,CAAC;IAE3B,gBAAgB,CAAC,EAAE,MAAM,CAAC;IAE1B,cAAc,CAAC,EAAE,MAAM,CAAC;CAC3B;AAOD,MAAM,MAAM,WAAW,GACnB,OAAO,CAAC,MAAM,CAAC,MAAM,EAAE,OAAO,CAAC,MAAM,CAAC,QAAQ,GAAG,QAAQ,EAAE,UAAU,CAAC,CAAC,CAAC,CAAC,CAAC;AAQ9E,MAAM,MAAM,aAAa,GACrB,OAAO,CAAC,MAAM,CAAC,MAAM,EAAE,OAAO,CAAC,MAAM,CAAC,QAAQ,GAAG,QAAQ,EAAE,mBAAmB,EAAE,CAAC,CAAC,CAAC,CAAC,CAAC;AAyCzF,wBAAgB,mBAAmB,CAC/B,MAAM,EAAE,MAAM,EACd,MAAM,EAAE,QAAQ,GAAG,QAAQ,EAC3B,OAAO,CAAC,EAAE,WAAW,EACrB,SAAS,CAAC,EAAE,aAAa,GAC1B,mBAAmB,EAAE,CASvB;AAMD,wBAAgB,mBAAmB,CAC/B,OAAO,EAAE,mBAAmB,EAC5B,KAAK,EAAE,SAAS,GACjB,MAAM,CAKR;AAOD,MAAM,WAAW,eAAe;IAC5B,OAAO,EAAE,mBAAmB,CAAC;IAC7B,MAAM,EAAE,MAAM,CAAC;IACf,QAAQ,EAAE,MAAM,GAAG,QAAQ,GAAG,SAAS,CAAC;IAExC,cAAc,EAAE,MAAM,CAAC;IAEvB,aAAa,EAAE,MAAM,CAAC;IACtB,SAAS,EAAE,MAAM,GAAG,UAAU,CAAC;CAClC;AAMD,MAAM,WAAW,aAAa;IAC1B,MAAM,EAAE,MAAM,CAAC;IACf,QAAQ,EAAE,MAAM,CAAC;CACpB;AAED,MAAM,WAAW,0BAA0B;IACvC,KAAK,EAAE,SAAS,CAAC;IACjB,MAAM,EAAE,MAAM,CAAC;IACf,MAAM,EAAE,QAAQ,GAAG,QAAQ,CAAC;IAE5B,aAAa,EAAE,MAAM,CAAC;IACtB,OAAO,CAAC,EAAE,WAAW,CAAC;IACtB,SAAS,CAAC,EAAE,aAAa,CAAC;IAM1B,GAAG,CAAC,EAAE,MAAM,MAAM,CAAC;CACtB;AAWD,wBAAgB,oBAAoB,CAChC,CAAC,EAAE,0BAA0B,GAC9B;IAAE,KAAK,EAAE,eAAe,EAAE,CAAC;IAAC,MAAM,EAAE,aAAa,GAAG,IAAI,CAAA;CAAE,CA4C5D;AAWD,wBAAgB,gBAAgB,CAC5B,OAAO,EAAE,eAAe,EACxB,KAAK,EAAE,SAAS,GAAG,KAAK,EACxB,YAAY,EAAE,YAAY,EAAE,EAC5B,QAAQ,EAAE,SAAS,GAAG,KAAK,EAC3B,eAAe,EAAE,YAAY,EAAE,EAC/B,KAAK,EAAE,MAAM,EACb,kBAAkB,SAAI,GACvB;IACC,YAAY,EAAE,YAAY,EAAE,CAAC;IAC7B,eAAe,EAAE,YAAY,EAAE,CAAC;IAChC,SAAS,EAAE,MAAM,GAAG,UAAU,CAAC;IAC/B,MAAM,EAAE,uBAAuB,CAAC;CACnC,CAuFA;AAOD,wBAAgB,kBAAkB,CAC9B,MAAM,EAAE,aAAa,EACrB,YAAY,EAAE,YAAY,EAAE,EAC5B,KAAK,EAAE,MAAM,GACd;IAAE,YAAY,EAAE,YAAY,EAAE,CAAC;IAAC,MAAM,EAAE,uBAAuB,CAAA;CAAE,CAGnE;AAGD,eAAO,MAAM,oBAAoB,gCAAgB,CAAC"}
@@ -0,0 +1,152 @@
1
+ "use strict";
2
+ var __importDefault = (this && this.__importDefault) || function (mod) {
3
+ return (mod && mod.__esModule) ? mod : { "default": mod };
4
+ };
5
+ Object.defineProperty(exports, "__esModule", { value: true });
6
+ exports.combatEffectsLibrary = void 0;
7
+ exports.getEligibleTriggers = getEligibleTriggers;
8
+ exports.calculateProcChance = calculateProcChance;
9
+ exports.rollForCombatEffects = rollForCombatEffects;
10
+ exports.applyProcOutcome = applyProcOutcome;
11
+ exports.applyFumbleOutcome = applyFumbleOutcome;
12
+ const combat_effects_library_json_1 = __importDefault(require("./combat-effects.library.json"));
13
+ const effects_library_1 = require("../Effects/effects.library");
14
+ const resist_1 = require("./resist");
15
+ const Effects_1 = require("../Effects");
16
+ const stats_1 = require("./stats");
17
+ const TRIGGER_TABLE = combat_effects_library_json_1.default.triggers;
18
+ const STAT_PROC_BONUS_PER_POINT = 0.02;
19
+ const STATUS_CHANCE_BUFF_BONUS = 0.05;
20
+ const STATUS_CHANCE_EFFECT_ID = 'buff_status_chance_up';
21
+ const CRIT_INTENSITY_BONUS = 1;
22
+ const CRIT_DURATION_BONUS = 1;
23
+ function isFumble(rawRoll) { return rawRoll === 1; }
24
+ function isCrit(rawRoll) { return rawRoll === 20; }
25
+ function getStatusChanceIntensity(actor) {
26
+ return actor.effects
27
+ .filter(ae => ae.effectId === STATUS_CHANCE_EFFECT_ID)
28
+ .reduce((total, ae) => total + (ae.intensity ?? 1), 0);
29
+ }
30
+ function unlockedTier(unlocks, stance, action) {
31
+ return unlocks?.[stance]?.[action] ?? 1;
32
+ }
33
+ function getEligibleTriggers(stance, action, unlocks, overrides) {
34
+ const cap = unlockedTier(unlocks, stance, action);
35
+ const override = overrides?.[stance]?.[action];
36
+ if (override) {
37
+ return override.filter(t => t.tier <= cap);
38
+ }
39
+ return TRIGGER_TABLE.filter(t => t.stance === stance && t.action === action && t.tier <= cap);
40
+ }
41
+ function calculateProcChance(trigger, actor) {
42
+ const statBonus = (0, stats_1.getBaseStat)(actor, trigger.stance) * STAT_PROC_BONUS_PER_POINT;
43
+ const buffBonus = getStatusChanceIntensity(actor) * STATUS_CHANCE_BUFF_BONUS;
44
+ const total = trigger.baseChance + statBonus + buffBonus;
45
+ return Math.max(0, Math.min(1, total));
46
+ }
47
+ function rollForCombatEffects(p) {
48
+ const rng = p.rng ?? Math.random;
49
+ const eligible = getEligibleTriggers(p.stance, p.action, p.unlocks, p.overrides);
50
+ if (isFumble(p.rawAttackRoll)) {
51
+ const fumbleId = eligible.find(t => t.fumbleEffectId)?.fumbleEffectId;
52
+ const effect = fumbleId ? (0, effects_library_1.lookupEffect)(fumbleId) : undefined;
53
+ return {
54
+ procs: [],
55
+ fumble: effect ? { effect, effectId: fumbleId } : null,
56
+ };
57
+ }
58
+ const crit = isCrit(p.rawAttackRoll);
59
+ const procs = [];
60
+ for (const trigger of eligible) {
61
+ const effect = (0, effects_library_1.lookupEffect)(trigger.effectId);
62
+ if (!effect)
63
+ continue;
64
+ if (crit) {
65
+ procs.push({
66
+ trigger, effect,
67
+ decision: 'crit',
68
+ intensityBonus: CRIT_INTENSITY_BONUS,
69
+ durationBonus: CRIT_DURATION_BONUS,
70
+ appliedTo: trigger.target,
71
+ });
72
+ continue;
73
+ }
74
+ const chance = calculateProcChance(trigger, p.actor);
75
+ if (rng() < chance) {
76
+ procs.push({
77
+ trigger, effect,
78
+ decision: 'normal',
79
+ intensityBonus: 0,
80
+ durationBonus: 0,
81
+ appliedTo: trigger.target,
82
+ });
83
+ }
84
+ }
85
+ return { procs, fumble: null };
86
+ }
87
+ function applyProcOutcome(outcome, actor, actorEffects, opponent, opponentEffects, round, attackerHeartBonus = 0) {
88
+ const { trigger, effect, intensityBonus, durationBonus, appliedTo } = outcome;
89
+ const intensityDelta = (trigger.intensityOverride ?? 1) + intensityBonus;
90
+ const durationDelta = (trigger.durationOverride ?? effect.duration) + durationBonus;
91
+ const targetCombatant = appliedTo === 'self' ? actor : opponent;
92
+ const targetEffects = appliedTo === 'self' ? actorEffects : opponentEffects;
93
+ const { activeEffects: stagedEffects, result: stageResult } = (0, Effects_1.applyEffect)(targetEffects, effect, round, {
94
+ intensityDelta,
95
+ durationMode: 'additive',
96
+ durationDelta,
97
+ });
98
+ if (!stageResult.activeEffect) {
99
+ if (appliedTo === 'self') {
100
+ return { actorEffects: stagedEffects, opponentEffects, appliedTo, result: stageResult };
101
+ }
102
+ return { actorEffects, opponentEffects: stagedEffects, appliedTo, result: stageResult };
103
+ }
104
+ if (effect.tier === 1) {
105
+ if (appliedTo === 'self') {
106
+ return { actorEffects: stagedEffects, opponentEffects, appliedTo, result: stageResult };
107
+ }
108
+ return { actorEffects, opponentEffects: stagedEffects, appliedTo, result: stageResult };
109
+ }
110
+ const resolveResult = (0, resist_1.resolveEffectApplication)(targetCombatant, stageResult.activeEffect, effect.type, attackerHeartBonus);
111
+ if (resolveResult.success && resolveResult.activeEffect) {
112
+ const finalised = stagedEffects.map(ae => ae.effectId === effect.id ? resolveResult.activeEffect : ae);
113
+ if (appliedTo === 'self') {
114
+ return { actorEffects: finalised, opponentEffects, appliedTo, result: resolveResult };
115
+ }
116
+ return { actorEffects, opponentEffects: finalised, appliedTo, result: resolveResult };
117
+ }
118
+ const reverted = stagedEffects.filter(ae => ae.effectId !== effect.id);
119
+ if (resolveResult.rebounded && resolveResult.activeEffect) {
120
+ const reboundTarget = appliedTo === 'opponent' ? 'self' : 'opponent';
121
+ const reboundEffects = reboundTarget === 'self' ? actorEffects : opponentEffects;
122
+ const { activeEffects: withRebound } = (0, Effects_1.applyEffect)(reboundEffects, effect, round, {
123
+ intensityDelta: resolveResult.activeEffect.intensity ?? intensityDelta,
124
+ durationMode: 'additive',
125
+ durationDelta,
126
+ });
127
+ if (reboundTarget === 'self') {
128
+ return {
129
+ actorEffects: withRebound,
130
+ opponentEffects: appliedTo === 'opponent' ? reverted : opponentEffects,
131
+ appliedTo: reboundTarget,
132
+ result: resolveResult,
133
+ };
134
+ }
135
+ return {
136
+ actorEffects: appliedTo === 'self' ? reverted : actorEffects,
137
+ opponentEffects: withRebound,
138
+ appliedTo: reboundTarget,
139
+ result: resolveResult,
140
+ };
141
+ }
142
+ if (appliedTo === 'self') {
143
+ return { actorEffects: reverted, opponentEffects, appliedTo, result: resolveResult };
144
+ }
145
+ return { actorEffects, opponentEffects: reverted, appliedTo, result: resolveResult };
146
+ }
147
+ function applyFumbleOutcome(fumble, actorEffects, round) {
148
+ const { activeEffects, result } = (0, Effects_1.applyEffect)(actorEffects, fumble.effect, round);
149
+ return { actorEffects: activeEffects, result };
150
+ }
151
+ exports.combatEffectsLibrary = TRIGGER_TABLE;
152
+ //# sourceMappingURL=combat-effects.js.map
@@ -0,0 +1 @@
1
+ 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@@ -0,0 +1,166 @@
1
+ {
2
+ "triggers": [
3
+ {
4
+ "stance": "body",
5
+ "action": "attack",
6
+ "tier": 1,
7
+ "effectId": "debuff_post_hoc_tremor",
8
+ "target": "opponent",
9
+ "baseChance": 0.10,
10
+ "fumbleEffectId": "debuff_post_hoc_tremor"
11
+ },
12
+ {
13
+ "stance": "body",
14
+ "action": "attack",
15
+ "tier": 2,
16
+ "effectId": "debuff_bleed",
17
+ "target": "opponent",
18
+ "baseChance": 0.18,
19
+ "fumbleEffectId": "debuff_post_hoc_tremor"
20
+ },
21
+ {
22
+ "stance": "body",
23
+ "action": "attack",
24
+ "tier": 3,
25
+ "effectId": "debuff_petrify",
26
+ "target": "opponent",
27
+ "baseChance": 0.06,
28
+ "fumbleEffectId": "debuff_post_hoc_tremor"
29
+ },
30
+ {
31
+ "stance": "body",
32
+ "action": "defend",
33
+ "tier": 1,
34
+ "effectId": "buff_ad_hoc_patch",
35
+ "target": "self",
36
+ "baseChance": 0.10,
37
+ "fumbleEffectId": "debuff_post_hoc_tremor"
38
+ },
39
+ {
40
+ "stance": "body",
41
+ "action": "defend",
42
+ "tier": 2,
43
+ "effectId": "buff_resistance_body",
44
+ "target": "self",
45
+ "baseChance": 0.15,
46
+ "fumbleEffectId": "debuff_post_hoc_tremor"
47
+ },
48
+ {
49
+ "stance": "body",
50
+ "action": "defend",
51
+ "tier": 3,
52
+ "effectId": "buff_invincibility",
53
+ "target": "self",
54
+ "baseChance": 0.05,
55
+ "fumbleEffectId": "debuff_post_hoc_tremor"
56
+ },
57
+ {
58
+ "stance": "mind",
59
+ "action": "attack",
60
+ "tier": 1,
61
+ "effectId": "debuff_affirming_consequent",
62
+ "target": "opponent",
63
+ "baseChance": 0.10,
64
+ "fumbleEffectId": "debuff_affirming_consequent"
65
+ },
66
+ {
67
+ "stance": "mind",
68
+ "action": "attack",
69
+ "tier": 2,
70
+ "effectId": "debuff_daze",
71
+ "target": "opponent",
72
+ "baseChance": 0.18,
73
+ "fumbleEffectId": "debuff_affirming_consequent"
74
+ },
75
+ {
76
+ "stance": "mind",
77
+ "action": "attack",
78
+ "tier": 3,
79
+ "effectId": "debuff_petrify",
80
+ "target": "opponent",
81
+ "baseChance": 0.06,
82
+ "fumbleEffectId": "debuff_affirming_consequent"
83
+ },
84
+ {
85
+ "stance": "mind",
86
+ "action": "defend",
87
+ "tier": 1,
88
+ "effectId": "buff_gettiters_flicker",
89
+ "target": "self",
90
+ "baseChance": 0.10,
91
+ "fumbleEffectId": "debuff_affirming_consequent"
92
+ },
93
+ {
94
+ "stance": "mind",
95
+ "action": "defend",
96
+ "tier": 2,
97
+ "effectId": "buff_resistance_mind",
98
+ "target": "self",
99
+ "baseChance": 0.15,
100
+ "fumbleEffectId": "debuff_affirming_consequent"
101
+ },
102
+ {
103
+ "stance": "mind",
104
+ "action": "defend",
105
+ "tier": 3,
106
+ "effectId": "buff_haste",
107
+ "target": "self",
108
+ "baseChance": 0.05,
109
+ "fumbleEffectId": "debuff_affirming_consequent"
110
+ },
111
+ {
112
+ "stance": "heart",
113
+ "action": "attack",
114
+ "tier": 1,
115
+ "effectId": "debuff_straw_man_echo",
116
+ "target": "opponent",
117
+ "baseChance": 0.10,
118
+ "fumbleEffectId": "debuff_straw_man_echo"
119
+ },
120
+ {
121
+ "stance": "heart",
122
+ "action": "attack",
123
+ "tier": 2,
124
+ "effectId": "debuff_fear",
125
+ "target": "opponent",
126
+ "baseChance": 0.18,
127
+ "fumbleEffectId": "debuff_straw_man_echo"
128
+ },
129
+ {
130
+ "stance": "heart",
131
+ "action": "attack",
132
+ "tier": 3,
133
+ "effectId": "debuff_petrify",
134
+ "target": "opponent",
135
+ "baseChance": 0.06,
136
+ "fumbleEffectId": "debuff_straw_man_echo"
137
+ },
138
+ {
139
+ "stance": "heart",
140
+ "action": "defend",
141
+ "tier": 1,
142
+ "effectId": "buff_petitio_pulse",
143
+ "target": "self",
144
+ "baseChance": 0.10,
145
+ "fumbleEffectId": "debuff_straw_man_echo"
146
+ },
147
+ {
148
+ "stance": "heart",
149
+ "action": "defend",
150
+ "tier": 2,
151
+ "effectId": "buff_resistance_heart",
152
+ "target": "self",
153
+ "baseChance": 0.15,
154
+ "fumbleEffectId": "debuff_straw_man_echo"
155
+ },
156
+ {
157
+ "stance": "heart",
158
+ "action": "defend",
159
+ "tier": 3,
160
+ "effectId": "buff_invincibility",
161
+ "target": "self",
162
+ "baseChance": 0.05,
163
+ "fumbleEffectId": "debuff_straw_man_echo"
164
+ }
165
+ ]
166
+ }
@@ -1 +1 @@
1
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+ {"version":3,"file":"combat.reducer.d.ts","sourceRoot":"","sources":["../../src/Combat/combat.reducer.ts"],"names":[],"mappings":"AAIA,OAAO,EAAE,SAAS,EAAE,MAAM,oBAAoB,CAAC;AAC/C,OAAO,EAAE,KAAK,EAAE,MAAM,gBAAgB,CAAC;AAEvC,OAAO,EACH,MAAM,EAAE,MAAM,EAAE,WAAW,EAAE,WAAW,EAAE,cAAc,EAC3D,MAAM,SAAS,CAAC;AAOjB,wBAAgB,gBAAgB,CAAC,MAAM,EAAE,SAAS,EAAE,KAAK,EAAE,KAAK,GAAG,WAAW,CAgB7E;AAED,wBAAgB,QAAQ,CAAC,KAAK,EAAE,WAAW,EAAE,KAAK,EAAE,WAAW,GAAG,WAAW,CAE5E;AAED,wBAAgB,eAAe,CAAC,KAAK,EAAE,WAAW,EAAE,MAAM,EAAE,MAAM,GAAG,WAAW,CAE/E;AAED,wBAAgB,eAAe,CAAC,KAAK,EAAE,WAAW,EAAE,MAAM,EAAE,MAAM,GAAG,WAAW,CAE/E;AAED,wBAAgB,SAAS,CAAC,KAAK,EAAE,WAAW,EAAE,KAAK,EAAE,cAAc,GAAG,WAAW,CAEhF;AAGD,wBAAgB,mBAAmB,CAAC,KAAK,EAAE,WAAW,GAAG,WAAW,CAEnE;AAGD,wBAAgB,SAAS,CAAC,KAAK,EAAE,WAAW,GAAG,WAAW,CAEzD;AAGD,eAAO,MAAM,iBAAiB,iBAAW,CAAC;AAC1C,eAAO,MAAM,iBAAiB,kBAAY,CAAC;AAC3C,eAAO,MAAM,sBAAsB,kBAAY,CAAC;AAChD,eAAO,MAAM,qBAAqB,kBAAY,CAAC;AAC/C,eAAO,MAAM,uBAAuB,kBAAY,CAAC"}
@@ -20,6 +20,10 @@ function initializeCombat(player, enemy) {
20
20
  playerChoice: {},
21
21
  enemyChoice: {},
22
22
  log: [],
23
+ combatResources: {
24
+ heart: 0, body: 0, mind: 0,
25
+ fallacy: 0, paradox: 0,
26
+ },
23
27
  };
24
28
  }
25
29
  function setPhase(state, phase) {
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