axiomancer-mechanics 0.1.2 → 0.4.0

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.
Files changed (112) hide show
  1. package/dist/Character/equipment.reducer.d.ts +16 -0
  2. package/dist/Character/equipment.reducer.d.ts.map +1 -0
  3. package/dist/Character/equipment.reducer.js +133 -0
  4. package/dist/Character/equipment.reducer.js.map +1 -0
  5. package/dist/Character/index.d.ts +8 -1
  6. package/dist/Character/index.d.ts.map +1 -1
  7. package/dist/Character/index.js +20 -5
  8. package/dist/Character/index.js.map +1 -1
  9. package/dist/Combat/combat-effects.d.ts +58 -0
  10. package/dist/Combat/combat-effects.d.ts.map +1 -0
  11. package/dist/Combat/combat-effects.js +169 -0
  12. package/dist/Combat/combat-effects.js.map +1 -0
  13. package/dist/Combat/combat-effects.library.json +166 -0
  14. package/dist/Combat/combat.reducer.d.ts.map +1 -1
  15. package/dist/Combat/combat.reducer.js +3 -0
  16. package/dist/Combat/combat.reducer.js.map +1 -1
  17. package/dist/Combat/combat.resolver.d.ts +264 -0
  18. package/dist/Combat/combat.resolver.d.ts.map +1 -0
  19. package/dist/Combat/combat.resolver.js +514 -0
  20. package/dist/Combat/combat.resolver.js.map +1 -0
  21. package/dist/Combat/effect-modifiers.d.ts +0 -1
  22. package/dist/Combat/effect-modifiers.d.ts.map +1 -1
  23. package/dist/Combat/effect-modifiers.js +0 -4
  24. package/dist/Combat/effect-modifiers.js.map +1 -1
  25. package/dist/Combat/effects.d.ts +0 -5
  26. package/dist/Combat/effects.d.ts.map +1 -1
  27. package/dist/Combat/effects.js +1 -13
  28. package/dist/Combat/effects.js.map +1 -1
  29. package/dist/Combat/index.d.ts +6 -2
  30. package/dist/Combat/index.d.ts.map +1 -1
  31. package/dist/Combat/index.js +10 -2
  32. package/dist/Combat/index.js.map +1 -1
  33. package/dist/Enemy/enemy.library.d.ts +6 -0
  34. package/dist/Enemy/enemy.library.d.ts.map +1 -1
  35. package/dist/Enemy/enemy.library.js +22 -2
  36. package/dist/Enemy/enemy.library.js.map +1 -1
  37. package/dist/Enemy/index.d.ts +3 -0
  38. package/dist/Enemy/index.d.ts.map +1 -1
  39. package/dist/Enemy/index.js +4 -4
  40. package/dist/Enemy/index.js.map +1 -1
  41. package/dist/Game/game-mechanics.constants.d.ts +6 -1
  42. package/dist/Game/game-mechanics.constants.d.ts.map +1 -1
  43. package/dist/Game/game-mechanics.constants.js +7 -2
  44. package/dist/Game/game-mechanics.constants.js.map +1 -1
  45. package/dist/Game/store.d.ts +3 -1
  46. package/dist/Game/store.d.ts.map +1 -1
  47. package/dist/Game/store.js +17 -1
  48. package/dist/Game/store.js.map +1 -1
  49. package/dist/Items/consumable.library.d.ts +4 -0
  50. package/dist/Items/consumable.library.d.ts.map +1 -0
  51. package/dist/Items/consumable.library.js +112 -0
  52. package/dist/Items/consumable.library.js.map +1 -0
  53. package/dist/Items/equipment.engine.d.ts +16 -0
  54. package/dist/Items/equipment.engine.d.ts.map +1 -0
  55. package/dist/Items/equipment.engine.js +95 -0
  56. package/dist/Items/equipment.engine.js.map +1 -0
  57. package/dist/Items/equipment.templates.d.ts +5 -0
  58. package/dist/Items/equipment.templates.d.ts.map +1 -0
  59. package/dist/Items/equipment.templates.js +250 -0
  60. package/dist/Items/equipment.templates.js.map +1 -0
  61. package/dist/Items/index.d.ts +9 -1
  62. package/dist/Items/index.d.ts.map +1 -1
  63. package/dist/Items/index.js +36 -1
  64. package/dist/Items/index.js.map +1 -1
  65. package/dist/Items/item.factory.d.ts +8 -0
  66. package/dist/Items/item.factory.d.ts.map +1 -0
  67. package/dist/Items/item.factory.js +211 -0
  68. package/dist/Items/item.factory.js.map +1 -0
  69. package/dist/Items/modifier.catalogue.d.ts +15 -0
  70. package/dist/Items/modifier.catalogue.d.ts.map +1 -0
  71. package/dist/Items/modifier.catalogue.js +446 -0
  72. package/dist/Items/modifier.catalogue.js.map +1 -0
  73. package/dist/Items/modifier.types.d.ts +17 -0
  74. package/dist/Items/modifier.types.d.ts.map +1 -0
  75. package/dist/Items/modifier.types.js +9 -0
  76. package/dist/Items/modifier.types.js.map +1 -0
  77. package/dist/Items/types.d.ts +54 -1
  78. package/dist/Items/types.d.ts.map +1 -1
  79. package/dist/Items/types.js.map +1 -1
  80. package/dist/Items/unique.templates.d.ts +4 -0
  81. package/dist/Items/unique.templates.d.ts.map +1 -0
  82. package/dist/Items/unique.templates.js +42 -0
  83. package/dist/Items/unique.templates.js.map +1 -0
  84. package/dist/Skills/e2e/fixtures.d.ts +3 -0
  85. package/dist/Skills/e2e/fixtures.d.ts.map +1 -0
  86. package/dist/Skills/e2e/fixtures.js +22 -0
  87. package/dist/Skills/e2e/fixtures.js.map +1 -0
  88. package/dist/Skills/index.d.ts +4 -1
  89. package/dist/Skills/index.d.ts.map +1 -1
  90. package/dist/Skills/index.js +12 -0
  91. package/dist/Skills/index.js.map +1 -1
  92. package/dist/Skills/skill.engine.d.ts +70 -0
  93. package/dist/Skills/skill.engine.d.ts.map +1 -0
  94. package/dist/Skills/skill.engine.js +267 -0
  95. package/dist/Skills/skill.engine.js.map +1 -0
  96. package/dist/Skills/skill.library.d.ts +4 -0
  97. package/dist/Skills/skill.library.d.ts.map +1 -0
  98. package/dist/Skills/skill.library.js +213 -0
  99. package/dist/Skills/skill.library.js.map +1 -0
  100. package/dist/Utils/index.d.ts +0 -1
  101. package/dist/Utils/index.d.ts.map +1 -1
  102. package/dist/Utils/index.js +0 -5
  103. package/dist/Utils/index.js.map +1 -1
  104. package/dist/index.d.ts +9 -6
  105. package/dist/index.d.ts.map +1 -1
  106. package/dist/index.js +30 -4
  107. package/dist/index.js.map +1 -1
  108. package/package.json +1 -1
  109. package/dist/Combat/e2e/combat.engine.d.ts +0 -17
  110. package/dist/Combat/e2e/combat.engine.d.ts.map +0 -1
  111. package/dist/Combat/e2e/combat.engine.js +0 -138
  112. package/dist/Combat/e2e/combat.engine.js.map +0 -1
@@ -0,0 +1,16 @@
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+ import { Character } from './types';
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+ import { Equipment, EquipmentSlot } from '../Items/types';
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+ import { StatModifier } from '../Effects/types';
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+ import { Stance } from '../Combat/types';
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+ export interface AggregatedEquipmentModifiers {
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+ statFlat: Map<string, number>;
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+ statMultBonus: Map<string, number>;
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+ }
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+ declare const isStanceKey: (s: string) => s is Stance;
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+ export declare function getEquipmentModifiers(equipment: Partial<Record<EquipmentSlot, Equipment>>): AggregatedEquipmentModifiers;
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+ export declare function equipItem(character: Character, item: Equipment): Character;
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+ export declare function unequipItem(character: Character, slot: EquipmentSlot): Character;
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+ export declare function getEquippedItems(equipment: Partial<Record<EquipmentSlot, Equipment>>): Equipment[];
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+ export { isStanceKey as _isStanceKey };
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+ export type { StatModifier };
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+ //# sourceMappingURL=equipment.reducer.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"equipment.reducer.d.ts","sourceRoot":"","sources":["../../src/Character/equipment.reducer.ts"],"names":[],"mappings":"AAqBA,OAAO,EAAE,SAAS,EAA2B,MAAM,SAAS,CAAC;AAC7D,OAAO,EAAE,SAAS,EAAE,aAAa,EAAE,MAAM,gBAAgB,CAAC;AAC1D,OAAO,EAAgB,YAAY,EAAE,MAAM,kBAAkB,CAAC;AAC9D,OAAO,EAAE,MAAM,EAAE,MAAM,iBAAiB,CAAC;AASzC,MAAM,WAAW,4BAA4B;IACzC,QAAQ,EAAO,GAAG,CAAC,MAAM,EAAE,MAAM,CAAC,CAAC;IACnC,aAAa,EAAE,GAAG,CAAC,MAAM,EAAE,MAAM,CAAC,CAAC;CACtC;AAYD,QAAA,MAAM,WAAW,GAAI,GAAG,MAAM,KAAG,CAAC,IAAI,MACY,CAAC;AAQnD,wBAAgB,qBAAqB,CACjC,SAAS,EAAE,OAAO,CAAC,MAAM,CAAC,aAAa,EAAE,SAAS,CAAC,CAAC,GACrD,4BAA4B,CAc9B;AA+FD,wBAAgB,SAAS,CAAC,SAAS,EAAE,SAAS,EAAE,IAAI,EAAE,SAAS,GAAG,SAAS,CAwB1E;AAMD,wBAAgB,WAAW,CAAC,SAAS,EAAE,SAAS,EAAE,IAAI,EAAE,aAAa,GAAG,SAAS,CAiBhF;AAOD,wBAAgB,gBAAgB,CAC5B,SAAS,EAAE,OAAO,CAAC,MAAM,CAAC,aAAa,EAAE,SAAS,CAAC,CAAC,GACrD,SAAS,EAAE,CAUb;AAGD,OAAO,EAAE,WAAW,IAAI,YAAY,EAAE,CAAC;AAGvC,YAAY,EAAE,YAAY,EAAE,CAAC"}
@@ -0,0 +1,133 @@
1
+ "use strict";
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+ Object.defineProperty(exports, "__esModule", { value: true });
3
+ exports._isStanceKey = void 0;
4
+ exports.getEquipmentModifiers = getEquipmentModifiers;
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+ exports.equipItem = equipItem;
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+ exports.unequipItem = unequipItem;
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+ exports.getEquippedItems = getEquippedItems;
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+ const effects_library_1 = require("../Effects/effects.library");
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+ const Utils_1 = require("../Utils");
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+ const emptyAgg = () => ({
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+ statFlat: new Map(),
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+ statMultBonus: new Map(),
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+ });
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+ const addToMap = (m, key, value) => {
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+ m.set(key, (m.get(key) ?? 0) + value);
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+ };
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+ const STANCE_KEYS = ['body', 'mind', 'heart'];
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+ const isStanceKey = (s) => STANCE_KEYS.includes(s);
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+ exports._isStanceKey = isStanceKey;
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+ function getEquipmentModifiers(equipment) {
21
+ const agg = emptyAgg();
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+ for (const slot of Object.keys(equipment)) {
23
+ const piece = equipment[slot];
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+ if (!piece?.statModifiers)
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+ continue;
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+ for (const mod of piece.statModifiers) {
27
+ if (mod.isMultiplier) {
28
+ addToMap(agg.statMultBonus, mod.stat, mod.value - 1);
29
+ }
30
+ else {
31
+ addToMap(agg.statFlat, mod.stat, mod.value);
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+ }
33
+ }
34
+ }
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+ return agg;
36
+ }
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+ function applyFlatAndMult(base, flat, multBonus) {
38
+ return (base + flat) * (1 + multBonus);
39
+ }
40
+ function recomputeDerivedStats(baseStats, mods) {
41
+ const stanceFlat = (s) => mods.statFlat.get(s) ?? 0;
42
+ const stanceMult = (s) => mods.statMultBonus.get(s) ?? 0;
43
+ const effBase = {
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+ body: applyFlatAndMult(baseStats.body, stanceFlat('body'), stanceMult('body')),
45
+ mind: applyFlatAndMult(baseStats.mind, stanceFlat('mind'), stanceMult('mind')),
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+ heart: applyFlatAndMult(baseStats.heart, stanceFlat('heart'), stanceMult('heart')),
47
+ };
48
+ const derived = (0, Utils_1.deriveStats)(effBase);
49
+ const derivedKeys = [
50
+ 'physicalAttack', 'physicalSkill', 'physicalDefense',
51
+ 'mentalAttack', 'mentalSkill', 'mentalDefense',
52
+ 'emotionalAttack', 'emotionalSkill', 'emotionalDefense',
53
+ 'luck',
54
+ ];
55
+ const patched = { ...derived };
56
+ for (const key of derivedKeys) {
57
+ const flat = mods.statFlat.get(key) ?? 0;
58
+ const mult = mods.statMultBonus.get(key) ?? 0;
59
+ patched[key] = applyFlatAndMult(derived[key], flat, mult);
60
+ }
61
+ return patched;
62
+ }
63
+ function applyPassiveEffects(effects, item) {
64
+ if (!item.passiveEffects || item.passiveEffects.length === 0)
65
+ return effects;
66
+ const additions = [];
67
+ for (const effectId of item.passiveEffects) {
68
+ const def = (0, effects_library_1.lookupEffect)(effectId);
69
+ if (!def)
70
+ continue;
71
+ additions.push({
72
+ effectId,
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+ remainingDuration: -1,
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+ intensity: 1,
75
+ appliedAt: 0,
76
+ tier: def.tier,
77
+ resistedBy: def.resistedBy,
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+ resistDR: def.resistDR,
79
+ sourceId: item.id,
80
+ });
81
+ }
82
+ return [...effects, ...additions];
83
+ }
84
+ function removePassiveEffects(effects, itemId) {
85
+ return effects.filter(ae => ae.sourceId !== itemId);
86
+ }
87
+ function equipItem(character, item) {
88
+ const slot = item.slot;
89
+ const previous = character.equipment[slot];
90
+ let nextEffects = character.effects;
91
+ if (previous) {
92
+ nextEffects = removePassiveEffects(nextEffects, previous.id);
93
+ }
94
+ nextEffects = applyPassiveEffects(nextEffects, item);
95
+ const nextEquipment = { ...character.equipment, [slot]: item };
96
+ const mods = getEquipmentModifiers(nextEquipment);
97
+ const nextDerived = recomputeDerivedStats(character.baseStats, mods);
98
+ return {
99
+ ...character,
100
+ equipment: nextEquipment,
101
+ derivedStats: nextDerived,
102
+ effects: nextEffects,
103
+ };
104
+ }
105
+ function unequipItem(character, slot) {
106
+ const previous = character.equipment[slot];
107
+ if (!previous)
108
+ return character;
109
+ const nextEquipment = { ...character.equipment };
110
+ delete nextEquipment[slot];
111
+ const mods = getEquipmentModifiers(nextEquipment);
112
+ const nextDerived = recomputeDerivedStats(character.baseStats, mods);
113
+ const nextEffects = removePassiveEffects(character.effects, previous.id);
114
+ return {
115
+ ...character,
116
+ equipment: nextEquipment,
117
+ derivedStats: nextDerived,
118
+ effects: nextEffects,
119
+ };
120
+ }
121
+ function getEquippedItems(equipment) {
122
+ const SLOT_ORDER = [
123
+ 'weapon', 'armor', 'accessory', 'head', 'body', 'hands', 'feet',
124
+ ];
125
+ const out = [];
126
+ for (const slot of SLOT_ORDER) {
127
+ const piece = equipment[slot];
128
+ if (piece)
129
+ out.push(piece);
130
+ }
131
+ return out;
132
+ }
133
+ //# sourceMappingURL=equipment.reducer.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"equipment.reducer.js","sourceRoot":"","sources":["../../src/Character/equipment.reducer.ts"],"names":[],"mappings":";;;AAyDA,sDAgBC;AA+FD,8BAwBC;AAMD,kCAiBC;AAOD,4CAYC;AAjND,gEAA0D;AAC1D,oCAAuC;AAYvC,MAAM,QAAQ,GAAG,GAAiC,EAAE,CAAC,CAAC;IAClD,QAAQ,EAAO,IAAI,GAAG,EAAE;IACxB,aAAa,EAAE,IAAI,GAAG,EAAE;CAC3B,CAAC,CAAC;AAEH,MAAM,QAAQ,GAAG,CAAC,CAAsB,EAAE,GAAW,EAAE,KAAa,EAAQ,EAAE;IAC1E,CAAC,CAAC,GAAG,CAAC,GAAG,EAAE,CAAC,CAAC,CAAC,GAAG,CAAC,GAAG,CAAC,IAAI,CAAC,CAAC,GAAG,KAAK,CAAC,CAAC;AAC1C,CAAC,CAAC;AAEF,MAAM,WAAW,GAA0B,CAAC,MAAM,EAAE,MAAM,EAAE,OAAO,CAAC,CAAC;AACrE,MAAM,WAAW,GAAG,CAAC,CAAS,EAAe,EAAE,CAC1C,WAAiC,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;AA4L3B,mCAAY;AApLpC,SAAgB,qBAAqB,CACjC,SAAoD;IAEpD,MAAM,GAAG,GAAG,QAAQ,EAAE,CAAC;IACvB,KAAK,MAAM,IAAI,IAAI,MAAM,CAAC,IAAI,CAAC,SAAS,CAAoB,EAAE,CAAC;QAC3D,MAAM,KAAK,GAAG,SAAS,CAAC,IAAI,CAAC,CAAC;QAC9B,IAAI,CAAC,KAAK,EAAE,aAAa;YAAE,SAAS;QACpC,KAAK,MAAM,GAAG,IAAI,KAAK,CAAC,aAAa,EAAE,CAAC;YACpC,IAAI,GAAG,CAAC,YAAY,EAAE,CAAC;gBACnB,QAAQ,CAAC,GAAG,CAAC,aAAa,EAAE,GAAG,CAAC,IAAI,EAAE,GAAG,CAAC,KAAK,GAAG,CAAC,CAAC,CAAC;YACzD,CAAC;iBAAM,CAAC;gBACJ,QAAQ,CAAC,GAAG,CAAC,QAAQ,EAAE,GAAG,CAAC,IAAI,EAAE,GAAG,CAAC,KAAK,CAAC,CAAC;YAChD,CAAC;QACL,CAAC;IACL,CAAC;IACD,OAAO,GAAG,CAAC;AACf,CAAC;AAYD,SAAS,gBAAgB,CAAC,IAAY,EAAE,IAAY,EAAE,SAAiB;IACnE,OAAO,CAAC,IAAI,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,GAAG,SAAS,CAAC,CAAC;AAC3C,CAAC;AAED,SAAS,qBAAqB,CAC1B,SAAoB,EACpB,IAAkC;IAElC,MAAM,UAAU,GAAG,CAAC,CAAS,EAAU,EAAE,CAAC,IAAI,CAAC,QAAQ,CAAC,GAAG,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC;IACpE,MAAM,UAAU,GAAG,CAAC,CAAS,EAAU,EAAE,CAAC,IAAI,CAAC,aAAa,CAAC,GAAG,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC;IAEzE,MAAM,OAAO,GAAc;QACvB,IAAI,EAAG,gBAAgB,CAAC,SAAS,CAAC,IAAI,EAAG,UAAU,CAAC,MAAM,CAAC,EAAG,UAAU,CAAC,MAAM,CAAC,CAAC;QACjF,IAAI,EAAG,gBAAgB,CAAC,SAAS,CAAC,IAAI,EAAG,UAAU,CAAC,MAAM,CAAC,EAAG,UAAU,CAAC,MAAM,CAAC,CAAC;QACjF,KAAK,EAAE,gBAAgB,CAAC,SAAS,CAAC,KAAK,EAAE,UAAU,CAAC,OAAO,CAAC,EAAE,UAAU,CAAC,OAAO,CAAC,CAAC;KACrF,CAAC;IAEF,MAAM,OAAO,GAAG,IAAA,mBAAW,EAAC,OAAO,CAAC,CAAC;IAErC,MAAM,WAAW,GAAG;QAChB,gBAAgB,EAAE,eAAe,EAAE,iBAAiB;QACpD,cAAc,EAAI,aAAa,EAAI,eAAe;QAClD,iBAAiB,EAAC,gBAAgB,EAAC,kBAAkB;QACrD,MAAM;KACA,CAAC;IAEX,MAAM,OAAO,GAAG,EAAE,GAAG,OAAO,EAAkB,CAAC;IAC/C,KAAK,MAAM,GAAG,IAAI,WAAW,EAAE,CAAC;QAC5B,MAAM,IAAI,GAAG,IAAI,CAAC,QAAQ,CAAC,GAAG,CAAC,GAAG,CAAC,IAAI,CAAC,CAAC;QACzC,MAAM,IAAI,GAAG,IAAI,CAAC,aAAa,CAAC,GAAG,CAAC,GAAG,CAAC,IAAI,CAAC,CAAC;QAC9C,OAAO,CAAC,GAAG,CAAC,GAAG,gBAAgB,CAAC,OAAO,CAAC,GAAG,CAAC,EAAE,IAAI,EAAE,IAAI,CAAC,CAAC;IAC9D,CAAC;IACD,OAAO,OAAO,CAAC;AACnB,CAAC;AAQD,SAAS,mBAAmB,CACxB,OAAuB,EACvB,IAAe;IAEf,IAAI,CAAC,IAAI,CAAC,cAAc,IAAI,IAAI,CAAC,cAAc,CAAC,MAAM,KAAK,CAAC;QAAE,OAAO,OAAO,CAAC;IAC7E,MAAM,SAAS,GAAmB,EAAE,CAAC;IACrC,KAAK,MAAM,QAAQ,IAAI,IAAI,CAAC,cAAc,EAAE,CAAC;QACzC,MAAM,GAAG,GAAG,IAAA,8BAAY,EAAC,QAAQ,CAAC,CAAC;QACnC,IAAI,CAAC,GAAG;YAAE,SAAS;QACnB,SAAS,CAAC,IAAI,CAAC;YACX,QAAQ;YACR,iBAAiB,EAAE,CAAC,CAAC;YACrB,SAAS,EAAU,CAAC;YACpB,SAAS,EAAU,CAAC;YACpB,IAAI,EAAe,GAAG,CAAC,IAAI;YAC3B,UAAU,EAAS,GAAG,CAAC,UAAU;YACjC,QAAQ,EAAW,GAAG,CAAC,QAAQ;YAC/B,QAAQ,EAAW,IAAI,CAAC,EAAE;SAC7B,CAAC,CAAC;IACP,CAAC;IACD,OAAO,CAAC,GAAG,OAAO,EAAE,GAAG,SAAS,CAAC,CAAC;AACtC,CAAC;AAOD,SAAS,oBAAoB,CACzB,OAAuB,EACvB,MAAc;IAEd,OAAO,OAAO,CAAC,MAAM,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,QAAQ,KAAK,MAAM,CAAC,CAAC;AACxD,CAAC;AASD,SAAgB,SAAS,CAAC,SAAoB,EAAE,IAAe;IAK3D,MAAM,IAAI,GAAG,IAAI,CAAC,IAAI,CAAC;IACvB,MAAM,QAAQ,GAAG,SAAS,CAAC,SAAS,CAAC,IAAI,CAAC,CAAC;IAE3C,IAAI,WAAW,GAAG,SAAS,CAAC,OAAO,CAAC;IACpC,IAAI,QAAQ,EAAE,CAAC;QACX,WAAW,GAAG,oBAAoB,CAAC,WAAW,EAAE,QAAQ,CAAC,EAAE,CAAC,CAAC;IACjE,CAAC;IACD,WAAW,GAAG,mBAAmB,CAAC,WAAW,EAAE,IAAI,CAAC,CAAC;IAErD,MAAM,aAAa,GAAG,EAAE,GAAG,SAAS,CAAC,SAAS,EAAE,CAAC,IAAI,CAAC,EAAE,IAAI,EAAE,CAAC;IAC/D,MAAM,IAAI,GAAG,qBAAqB,CAAC,aAAa,CAAC,CAAC;IAClD,MAAM,WAAW,GAAG,qBAAqB,CAAC,SAAS,CAAC,SAAS,EAAE,IAAI,CAAC,CAAC;IAErE,OAAO;QACH,GAAG,SAAS;QACZ,SAAS,EAAK,aAAa;QAC3B,YAAY,EAAE,WAAW;QACzB,OAAO,EAAO,WAAW;KAC5B,CAAC;AACN,CAAC;AAMD,SAAgB,WAAW,CAAC,SAAoB,EAAE,IAAmB;IACjE,MAAM,QAAQ,GAAG,SAAS,CAAC,SAAS,CAAC,IAAI,CAAC,CAAC;IAC3C,IAAI,CAAC,QAAQ;QAAE,OAAO,SAAS,CAAC;IAEhC,MAAM,aAAa,GAAG,EAAE,GAAG,SAAS,CAAC,SAAS,EAAE,CAAC;IACjD,OAAO,aAAa,CAAC,IAAI,CAAC,CAAC;IAE3B,MAAM,IAAI,GAAG,qBAAqB,CAAC,aAAa,CAAC,CAAC;IAClD,MAAM,WAAW,GAAG,qBAAqB,CAAC,SAAS,CAAC,SAAS,EAAE,IAAI,CAAC,CAAC;IACrE,MAAM,WAAW,GAAG,oBAAoB,CAAC,SAAS,CAAC,OAAO,EAAE,QAAQ,CAAC,EAAE,CAAC,CAAC;IAEzE,OAAO;QACH,GAAG,SAAS;QACZ,SAAS,EAAK,aAAa;QAC3B,YAAY,EAAE,WAAW;QACzB,OAAO,EAAO,WAAW;KAC5B,CAAC;AACN,CAAC;AAOD,SAAgB,gBAAgB,CAC5B,SAAoD;IAEpD,MAAM,UAAU,GAAoB;QAChC,QAAQ,EAAE,OAAO,EAAE,WAAW,EAAE,MAAM,EAAE,MAAM,EAAE,OAAO,EAAE,MAAM;KAClE,CAAC;IACF,MAAM,GAAG,GAAgB,EAAE,CAAC;IAC5B,KAAK,MAAM,IAAI,IAAI,UAAU,EAAE,CAAC;QAC5B,MAAM,KAAK,GAAG,SAAS,CAAC,IAAI,CAAC,CAAC;QAC9B,IAAI,KAAK;YAAE,GAAG,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC;IAC/B,CAAC;IACD,OAAO,GAAG,CAAC;AACf,CAAC"}
@@ -1,13 +1,20 @@
1
1
  import { Character, BaseStats } from './types';
2
2
  import { ActiveEffect } from '../Effects/types';
3
- import { Item } from '../Items/types';
3
+ import { ProcUnlocks } from '../Combat/combat-effects';
4
+ import { Equipment, EquipmentSlot, Item } from '../Items/types';
4
5
  export interface CreateCharacterOptions {
5
6
  name: string;
6
7
  level: number;
7
8
  baseStats: BaseStats;
8
9
  inventory?: Item[];
10
+ equipment?: Partial<Record<EquipmentSlot, Equipment>>;
9
11
  effects?: ActiveEffect[];
12
+ knownSkills?: string[];
13
+ equippedSkills?: string[];
14
+ procUnlocks?: ProcUnlocks;
10
15
  }
11
16
  export declare function createCharacter(options: CreateCharacterOptions): Character;
12
17
  export type { Character, BaseStats, DerivedStats, NonCombatStats } from './types';
18
+ export { equipItem, unequipItem, getEquipmentModifiers } from './equipment.reducer';
19
+ export type { AggregatedEquipmentModifiers } from './equipment.reducer';
13
20
  //# sourceMappingURL=index.d.ts.map
@@ -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,SAAS,EAAE,aAAa,EAAE,IAAI,EAAE,MAAM,gBAAgB,CAAC;AAQhE,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;IAOnB,SAAS,CAAC,EAAE,OAAO,CAAC,MAAM,CAAC,aAAa,EAAE,SAAS,CAAC,CAAC,CAAC;IACtD,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,CAmC1E;AAED,YAAY,EAAE,SAAS,EAAE,SAAS,EAAE,YAAY,EAAE,cAAc,EAAE,MAAM,SAAS,CAAC;AAClF,OAAO,EAAE,SAAS,EAAE,WAAW,EAAE,qBAAqB,EAAE,MAAM,qBAAqB,CAAC;AACpF,YAAY,EAAE,4BAA4B,EAAE,MAAM,qBAAqB,CAAC"}
@@ -1,26 +1,41 @@
1
1
  "use strict";
2
2
  Object.defineProperty(exports, "__esModule", { value: true });
3
+ exports.getEquipmentModifiers = exports.unequipItem = exports.equipItem = void 0;
3
4
  exports.createCharacter = createCharacter;
4
5
  const Utils_1 = require("../Utils");
5
6
  const game_mechanics_constants_1 = require("../Game/game-mechanics.constants");
7
+ const equipment_reducer_1 = require("./equipment.reducer");
6
8
  function createCharacter(options) {
7
- const { name, level, baseStats, inventory = [], effects = [] } = options;
9
+ const { name, level, baseStats, inventory = [], equipment = {}, effects = [], knownSkills = [], equippedSkills = [], procUnlocks, } = options;
8
10
  const maxHealth = (0, Utils_1.calculateMaxHealth)(level, baseStats);
9
- const maxMana = (0, Utils_1.calculateMaxMana)(level, baseStats);
10
- return {
11
+ const baseChar = {
11
12
  name,
12
13
  level,
13
14
  experience: (level - 1) * game_mechanics_constants_1.EXPERIENCE_PER_LEVEL,
14
15
  experienceToNextLevel: level * game_mechanics_constants_1.EXPERIENCE_PER_LEVEL,
15
16
  health: maxHealth,
16
17
  maxHealth,
17
- mana: maxMana,
18
- maxMana,
19
18
  baseStats,
20
19
  derivedStats: (0, Utils_1.deriveStats)(baseStats),
21
20
  nonCombatStats: (0, Utils_1.deriveNonCombatStats)(baseStats),
22
21
  inventory,
22
+ equipment: {},
23
23
  effects,
24
+ knownSkills,
25
+ equippedSkills,
26
+ procUnlocks,
24
27
  };
28
+ let initialised = baseChar;
29
+ for (const slot of Object.keys(equipment)) {
30
+ const piece = equipment[slot];
31
+ if (!piece)
32
+ continue;
33
+ initialised = (0, equipment_reducer_1.equipItem)(initialised, piece);
34
+ }
35
+ return initialised;
25
36
  }
37
+ var equipment_reducer_2 = require("./equipment.reducer");
38
+ Object.defineProperty(exports, "equipItem", { enumerable: true, get: function () { return equipment_reducer_2.equipItem; } });
39
+ Object.defineProperty(exports, "unequipItem", { enumerable: true, get: function () { return equipment_reducer_2.unequipItem; } });
40
+ Object.defineProperty(exports, "getEquipmentModifiers", { enumerable: true, get: function () { return equipment_reducer_2.getEquipmentModifiers; } });
26
41
  //# 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":";;;AAiCA,0CAmCC;AAhED,oCAAiF;AACjF,+EAAwE;AACxE,2DAAgD;AA2BhD,SAAgB,eAAe,CAAC,OAA+B;IAC3D,MAAM,EACF,IAAI,EAAE,KAAK,EAAE,SAAS,EAAE,SAAS,GAAG,EAAE,EAAE,SAAS,GAAG,EAAE,EAAE,OAAO,GAAG,EAAE,EACpE,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,MAAM,QAAQ,GAAc;QACxB,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,SAAS,EAAE,EAAE;QACb,OAAO;QACP,WAAW;QACX,cAAc;QACd,WAAW;KACd,CAAC;IAIF,IAAI,WAAW,GAAG,QAAQ,CAAC;IAC3B,KAAK,MAAM,IAAI,IAAI,MAAM,CAAC,IAAI,CAAC,SAAS,CAAoB,EAAE,CAAC;QAC3D,MAAM,KAAK,GAAG,SAAS,CAAC,IAAI,CAAC,CAAC;QAC9B,IAAI,CAAC,KAAK;YAAE,SAAS;QACrB,WAAW,GAAG,IAAA,6BAAS,EAAC,WAAW,EAAE,KAAK,CAAC,CAAC;IAChD,CAAC;IACD,OAAO,WAAW,CAAC;AACvB,CAAC;AAGD,yDAAoF;AAA3E,8GAAA,SAAS,OAAA;AAAE,gHAAA,WAAW,OAAA;AAAE,0HAAA,qBAAqB,OAAA"}
@@ -0,0 +1,58 @@
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
+ import { EquipmentProcTrigger } from '../Items/types';
6
+ export interface CombatEffectTrigger {
7
+ stance: Stance;
8
+ action: 'attack' | 'defend';
9
+ tier: EffectTier;
10
+ effectId: string;
11
+ target: 'self' | 'opponent';
12
+ baseChance: number;
13
+ intensityOverride?: number;
14
+ durationOverride?: number;
15
+ fumbleEffectId?: string;
16
+ }
17
+ export type ProcUnlocks = Partial<Record<Stance, Partial<Record<'attack' | 'defend', EffectTier>>>>;
18
+ export type ProcOverrides = Partial<Record<Stance, Partial<Record<'attack' | 'defend', CombatEffectTrigger[]>>>>;
19
+ export declare function getEligibleTriggers(stance: Stance, action: 'attack' | 'defend', unlocks?: ProcUnlocks, overrides?: ProcOverrides, equipmentTriggers?: EquipmentProcTrigger[]): CombatEffectTrigger[];
20
+ export declare function calculateProcChance(trigger: CombatEffectTrigger, actor: Combatant): number;
21
+ export interface ProcRollOutcome {
22
+ trigger: CombatEffectTrigger;
23
+ effect: Effect;
24
+ decision: 'crit' | 'normal' | 'skipped';
25
+ intensityBonus: number;
26
+ durationBonus: number;
27
+ appliedTo: 'self' | 'opponent';
28
+ }
29
+ export interface FumbleOutcome {
30
+ effect: Effect;
31
+ effectId: string;
32
+ }
33
+ export interface RollForCombatEffectsParams {
34
+ actor: Combatant;
35
+ stance: Stance;
36
+ action: 'attack' | 'defend';
37
+ rawAttackRoll: number;
38
+ unlocks?: ProcUnlocks;
39
+ overrides?: ProcOverrides;
40
+ equipmentTriggers?: EquipmentProcTrigger[];
41
+ rng?: () => number;
42
+ }
43
+ export declare function rollForCombatEffects(p: RollForCombatEffectsParams): {
44
+ procs: ProcRollOutcome[];
45
+ fumble: FumbleOutcome | null;
46
+ };
47
+ export declare function applyProcOutcome(outcome: ProcRollOutcome, actor: Character | Enemy, actorEffects: ActiveEffect[], opponent: Character | Enemy, opponentEffects: ActiveEffect[], round: number, attackerHeartBonus?: number): {
48
+ actorEffects: ActiveEffect[];
49
+ opponentEffects: ActiveEffect[];
50
+ appliedTo: 'self' | 'opponent';
51
+ result: EffectApplicationResult;
52
+ };
53
+ export declare function applyFumbleOutcome(fumble: FumbleOutcome, actorEffects: ActiveEffect[], round: number): {
54
+ actorEffects: ActiveEffect[];
55
+ result: EffectApplicationResult;
56
+ };
57
+ export declare const combatEffectsLibrary: readonly CombatEffectTrigger[];
58
+ //# 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;AAK7F,OAAO,EAAE,oBAAoB,EAAE,MAAM,gBAAgB,CAAC;AAGtD,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;AAuEzF,wBAAgB,mBAAmB,CAC/B,MAAM,EAAE,MAAM,EACd,MAAM,EAAE,QAAQ,GAAG,QAAQ,EAC3B,OAAO,CAAC,EAAE,WAAW,EACrB,SAAS,CAAC,EAAE,aAAa,EACzB,iBAAiB,CAAC,EAAE,oBAAoB,EAAE,GAC3C,mBAAmB,EAAE,CAavB;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,iBAAiB,CAAC,EAAE,oBAAoB,EAAE,CAAC;IAM3C,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,CA8C5D;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 +1,169 @@
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 adaptEquipmentTrigger(eq, stance, action) {
34
+ return {
35
+ stance,
36
+ action,
37
+ tier: eq.tier,
38
+ effectId: eq.effectId,
39
+ target: eq.target,
40
+ baseChance: eq.baseChance,
41
+ intensityOverride: eq.intensityOverride,
42
+ durationOverride: eq.durationOverride,
43
+ fumbleEffectId: eq.fumbleEffectId,
44
+ };
45
+ }
46
+ function getEligibleTriggers(stance, action, unlocks, overrides, equipmentTriggers) {
47
+ const cap = unlockedTier(unlocks, stance, action);
48
+ const base = overrides?.[stance]?.[action]
49
+ ? overrides[stance][action].filter(t => t.tier <= cap)
50
+ : TRIGGER_TABLE.filter(t => t.stance === stance && t.action === action && t.tier <= cap);
51
+ if (!equipmentTriggers || equipmentTriggers.length === 0)
52
+ return base;
53
+ const adapted = equipmentTriggers
54
+ .filter(eq => eq.tier <= cap)
55
+ .map(eq => adaptEquipmentTrigger(eq, stance, action));
56
+ return [...base, ...adapted];
57
+ }
58
+ function calculateProcChance(trigger, actor) {
59
+ const statBonus = (0, stats_1.getBaseStat)(actor, trigger.stance) * STAT_PROC_BONUS_PER_POINT;
60
+ const buffBonus = getStatusChanceIntensity(actor) * STATUS_CHANCE_BUFF_BONUS;
61
+ const total = trigger.baseChance + statBonus + buffBonus;
62
+ return Math.max(0, Math.min(1, total));
63
+ }
64
+ function rollForCombatEffects(p) {
65
+ const rng = p.rng ?? Math.random;
66
+ const eligible = getEligibleTriggers(p.stance, p.action, p.unlocks, p.overrides, p.equipmentTriggers);
67
+ if (isFumble(p.rawAttackRoll)) {
68
+ const fumbleId = eligible.find(t => t.fumbleEffectId)?.fumbleEffectId;
69
+ const effect = fumbleId ? (0, effects_library_1.lookupEffect)(fumbleId) : undefined;
70
+ return {
71
+ procs: [],
72
+ fumble: effect ? { effect, effectId: fumbleId } : null,
73
+ };
74
+ }
75
+ const crit = isCrit(p.rawAttackRoll);
76
+ const procs = [];
77
+ for (const trigger of eligible) {
78
+ const effect = (0, effects_library_1.lookupEffect)(trigger.effectId);
79
+ if (!effect)
80
+ continue;
81
+ if (crit) {
82
+ procs.push({
83
+ trigger, effect,
84
+ decision: 'crit',
85
+ intensityBonus: CRIT_INTENSITY_BONUS,
86
+ durationBonus: CRIT_DURATION_BONUS,
87
+ appliedTo: trigger.target,
88
+ });
89
+ continue;
90
+ }
91
+ const chance = calculateProcChance(trigger, p.actor);
92
+ if (rng() < chance) {
93
+ procs.push({
94
+ trigger, effect,
95
+ decision: 'normal',
96
+ intensityBonus: 0,
97
+ durationBonus: 0,
98
+ appliedTo: trigger.target,
99
+ });
100
+ }
101
+ }
102
+ return { procs, fumble: null };
103
+ }
104
+ function applyProcOutcome(outcome, actor, actorEffects, opponent, opponentEffects, round, attackerHeartBonus = 0) {
105
+ const { trigger, effect, intensityBonus, durationBonus, appliedTo } = outcome;
106
+ const intensityDelta = (trigger.intensityOverride ?? 1) + intensityBonus;
107
+ const durationDelta = (trigger.durationOverride ?? effect.duration) + durationBonus;
108
+ const targetCombatant = appliedTo === 'self' ? actor : opponent;
109
+ const targetEffects = appliedTo === 'self' ? actorEffects : opponentEffects;
110
+ const { activeEffects: stagedEffects, result: stageResult } = (0, Effects_1.applyEffect)(targetEffects, effect, round, {
111
+ intensityDelta,
112
+ durationMode: 'additive',
113
+ durationDelta,
114
+ });
115
+ if (!stageResult.activeEffect) {
116
+ if (appliedTo === 'self') {
117
+ return { actorEffects: stagedEffects, opponentEffects, appliedTo, result: stageResult };
118
+ }
119
+ return { actorEffects, opponentEffects: stagedEffects, appliedTo, result: stageResult };
120
+ }
121
+ if (effect.tier === 1) {
122
+ if (appliedTo === 'self') {
123
+ return { actorEffects: stagedEffects, opponentEffects, appliedTo, result: stageResult };
124
+ }
125
+ return { actorEffects, opponentEffects: stagedEffects, appliedTo, result: stageResult };
126
+ }
127
+ const resolveResult = (0, resist_1.resolveEffectApplication)(targetCombatant, stageResult.activeEffect, effect.type, attackerHeartBonus);
128
+ if (resolveResult.success && resolveResult.activeEffect) {
129
+ const finalised = stagedEffects.map(ae => ae.effectId === effect.id ? resolveResult.activeEffect : ae);
130
+ if (appliedTo === 'self') {
131
+ return { actorEffects: finalised, opponentEffects, appliedTo, result: resolveResult };
132
+ }
133
+ return { actorEffects, opponentEffects: finalised, appliedTo, result: resolveResult };
134
+ }
135
+ const reverted = stagedEffects.filter(ae => ae.effectId !== effect.id);
136
+ if (resolveResult.rebounded && resolveResult.activeEffect) {
137
+ const reboundTarget = appliedTo === 'opponent' ? 'self' : 'opponent';
138
+ const reboundEffects = reboundTarget === 'self' ? actorEffects : opponentEffects;
139
+ const { activeEffects: withRebound } = (0, Effects_1.applyEffect)(reboundEffects, effect, round, {
140
+ intensityDelta: resolveResult.activeEffect.intensity ?? intensityDelta,
141
+ durationMode: 'additive',
142
+ durationDelta,
143
+ });
144
+ if (reboundTarget === 'self') {
145
+ return {
146
+ actorEffects: withRebound,
147
+ opponentEffects: appliedTo === 'opponent' ? reverted : opponentEffects,
148
+ appliedTo: reboundTarget,
149
+ result: resolveResult,
150
+ };
151
+ }
152
+ return {
153
+ actorEffects: appliedTo === 'self' ? reverted : actorEffects,
154
+ opponentEffects: withRebound,
155
+ appliedTo: reboundTarget,
156
+ result: resolveResult,
157
+ };
158
+ }
159
+ if (appliedTo === 'self') {
160
+ return { actorEffects: reverted, opponentEffects, appliedTo, result: resolveResult };
161
+ }
162
+ return { actorEffects, opponentEffects: reverted, appliedTo, result: resolveResult };
163
+ }
164
+ function applyFumbleOutcome(fumble, actorEffects, round) {
165
+ const { activeEffects, result } = (0, Effects_1.applyEffect)(actorEffects, fumble.effect, round);
166
+ return { actorEffects: activeEffects, result };
167
+ }
168
+ exports.combatEffectsLibrary = TRIGGER_TABLE;
169
+ //# sourceMappingURL=combat-effects.js.map
@@ -0,0 +1 @@
1
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