boardgame-core/src/samples/slay-the-spire-like/system/combat/effects.ts

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import {CombatEntity, CombatState, EffectTable, PlayerEntity} from "./types";
import {CardData, EffectData} from "@/samples/slay-the-spire-like/system/types";
import {GameItemMeta} from "@/samples/slay-the-spire-like/system/progress/types";
import {GridInventory} from "@/samples/slay-the-spire-like/system/grid-inventory/types";
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export function addEffect(effects: EffectTable, effect: EffectData, stacks: number){
let current = effects[effect.id];
if(!current) current = {data: effect, stacks};
else current.stacks += stacks;
if(current.stacks === 0 && effects[effect.id])
delete effects[effect.id];
else if(current.stacks !== 0 && !effects[effect.id])
effects[effect.id] = current;
}
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export function addEntityEffect(entity: CombatEntity, effect: EffectData, stacks: number){
addEffect(entity.effects, effect, stacks);
}
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export function addItemEffect(entity: PlayerEntity, itemKey: string, effect: EffectData, stacks: number){
entity.itemEffects[itemKey] = entity.itemEffects[itemKey] || {};
addEffect(entity.itemEffects[itemKey], effect, stacks);
}
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export function onEntityEffectUpkeep(entity: CombatEntity){
for(const effect of Object.values(entity.effects)){
const lifecycle = effect.data.lifecycle;
if(lifecycle === 'temporary')
addEntityEffect(entity, effect.data, -effect.stacks);
else if(lifecycle === 'lingering')
addEntityEffect(entity, effect.data, effect.stacks >= 0 ? -1 : 1);
}
}
export function onEntityPostureDamage(entity: CombatEntity, damage: number){
for(const effect of Object.values(entity.effects)){
const lifecycle = effect.data.lifecycle;
if(lifecycle === 'posture')
addEntityEffect(entity, effect.data, -Math.min(damage, effect.stacks));
}
}
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export function onPlayerItemEffectUpkeep(entity: PlayerEntity){
for(const [itemKey, itemEffects] of Object.entries(entity.itemEffects)){
for(const effect of Object.values(itemEffects)){
const lifecycle = effect.data.lifecycle;
if(lifecycle === 'itemTemporary')
addItemEffect(entity, itemKey, effect.data, -effect.stacks);
}
}
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}
export function onItemPlay(entity: PlayerEntity, itemKey: string){
const effects = entity.itemEffects[itemKey];
if(!effects)return;
for(const effect of Object.values(effects)){
if(effect.data.lifecycle === 'itemUntilPlay'){
addItemEffect(entity, itemKey, effect.data, -effect.stacks);
}
}
}
export function onItemDiscard(entity: PlayerEntity, itemKey: string){
const effects = entity.itemEffects[itemKey];
if(!effects)return;
for(const effect of Object.values(effects)){
if(effect.data.lifecycle === 'itemUntilDiscard'){
addItemEffect(entity, itemKey, effect.data, -effect.stacks);
}
}
}
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export function* getAliveEnemies(state: CombatState) {
for (let enemy of state.enemies) {
if (enemy.isAlive) {
yield enemy;
}
}
}
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export function getCombatEntity(state: CombatState, entityKey: string){
return entityKey === 'player' ? state.player : state.enemies.find(e => e.id === entityKey);
}
export function canPlayCard(player: PlayerEntity, costType: CardData['costType'], costCount: number, itemId: string, inventory: GridInventory<GameItemMeta>): boolean {
if (costType === 'energy') {
return player.energy >= costCount;
}
if (costType === 'uses') {
const item = inventory.items.get(itemId);
if (!item || !item.meta) return false;
const depletion = item.meta.depletion ?? 0;
return depletion < costCount;
}
return true;
}
export function payCardCost(player: PlayerEntity, costType: CardData['costType'], costCount: number, itemId: string, inventory: GridInventory<GameItemMeta>): void {
if (costType === 'energy') {
player.energy -= costCount;
} else if (costType === 'uses') {
const item = inventory.items.get(itemId);
if (item && item.meta) {
item.meta.depletion = (item.meta.depletion ?? 0) + costCount;
}
}
}