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