Compare commits
No commits in common. "89164bf83dd2167a324dd0db5aa7f7c4688eaa7c56c99326fa2d83f08efeb825" and "a14be66890fdcddff509a8c1c04e07afcf312db91ae53b71bc22fce6085277f3" have entirely different histories.
89164bf83d
...
a14be66890
5 changed files with 1 additions and 324 deletions
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@ -25,7 +25,6 @@ import {
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} from "../../services/game/location.js";
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import { getLevel } from "../../services/game/entity.js";
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import {
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fightEntity,
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getFullItemName,
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getTotalStats,
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type IEntity,
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@ -80,10 +79,6 @@ const registerModuleGame = (
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startConditions: [`${gamePrefix} entity `],
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callbackFunc: onEntity,
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});
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callbackStore.messageCallbacks.push({
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startConditions: [`${gamePrefix} fight `],
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callbackFunc: onFight,
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});
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};
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const onHelp = (_text: string, roomId: string) => {
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@ -102,7 +97,7 @@ const onHelp = (_text: string, roomId: string) => {
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<li><b>!game entities</b> - Shows entities at your location</li>
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<li><b>!game entity {entity}</b> - Shows information about an entity</li>
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<li><b>(WIP) !game talk {entity}</b> - Talk to an entity</li>
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<li><b>!game fight {entity}</b> - Fight an entity</li>
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<li><b>(WIP) !game fight {entity}</b> - Fight an entity</li>
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<li><b>(WIP) !game work {action}</b> - Start work</li>
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</ul>`,
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);
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@ -348,22 +343,4 @@ const onEntity = (text: string, roomId: string, sender: string) => {
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onStatusName(roomId, entity.name);
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};
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const onFight = (text: string, roomId: string, sender: string) => {
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const player = getPlayer(sender);
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const entityName = text.replace(`${gamePrefix} entity `, "").trim();
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if (!existsEntity(entityName)) {
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client.sendTextMessage(roomId, "No such entity exists");
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return;
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}
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const entity = getEntityByName(entityName);
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if (!entitiesShareLocation(player, entity)) {
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client.sendTextMessage(roomId, "No such entity in your vicinity");
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return;
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}
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fightEntity(client, roomId, player, entity);
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};
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export { registerModuleGame };
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@ -1,12 +1,8 @@
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import { getUserNameById } from "../../helpers.js";
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import { state } from "../../store/store.js";
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import {
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Attack,
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attackPunch,
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attacks,
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npcBecky,
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npcs,
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type IAttack,
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type IEntity,
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type INPC,
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type INPCData,
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@ -20,7 +16,6 @@ import { Race, raceHuman, races, type IRace } from "./structures/races.js";
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import type { ILevel } from "./types.js";
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const createPlayer = (name: string): IPlayer => ({
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isPlayer: true,
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name: name,
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description: "",
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race: Race.HUMAN,
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@ -40,7 +35,6 @@ const createPlayer = (name: string): IPlayer => ({
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stealth: 0,
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charisma: 0,
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lockpicking: 0,
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attacks: [Attack.PUNCH, Attack.KICK],
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});
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const createNpcData = (npc: INPC): INPCData => ({
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@ -49,10 +43,6 @@ const createNpcData = (npc: INPC): INPCData => ({
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dead: false,
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});
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const isPlayer = (entity: IEntity): boolean => {
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return "isPlayer" in entity;
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};
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const existsPlayer = (name: string): boolean => {
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return (
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state.game.players.find(
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@ -72,12 +62,6 @@ const existsEntity = (name: string): boolean => {
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return existsPlayer(name) || existsNpc(name);
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};
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const getAttack = (id: Attack): IAttack => {
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const attack = attacks.find((attack) => attack.id === id);
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return attack ? attack : attackPunch;
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};
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const getPlayer = (userId: string): IPlayer => {
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return getPlayerByName(getUserNameById(userId));
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};
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@ -192,11 +176,9 @@ const getSpeed = (entity: IEntity) => {
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export {
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createPlayer,
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createNpcData,
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isPlayer,
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existsPlayer,
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existsNpc,
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existsEntity,
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getAttack,
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getPlayer,
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getPlayerByName,
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getEntityByName,
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@ -1,160 +0,0 @@
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import type { MatrixClient } from "matrix-js-sdk";
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import type {
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Attack,
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IEntity,
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INPC,
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IPlayer,
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TFullNPC,
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} from "./structures/entities.js";
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import { locationFarlands } from "./structures/locations.js";
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import { getAttack, getMaxHealth, getNpcData, isPlayer } from "./entity.js";
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import { sleep } from "matrix-js-sdk/lib/utils.js";
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const fightEntity = async (
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client: MatrixClient,
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roomId: string,
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attacker: IPlayer | TFullNPC,
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defender: IPlayer | TFullNPC,
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) => {
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let attackerAttacks: Attack[] = [];
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let attackerDamage = 0;
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let attackerDefense = 0;
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attacker.inventory.items.forEach((item) => {
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item.attacks.forEach((attack) => {
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attackerAttacks.push(attack);
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});
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item.stats.forEach((stat) => {
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attackerDamage += stat.damage;
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attackerDefense += stat.defense;
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});
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});
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attackerDamage *= 1 + attacker.strength / 10;
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attackerDefense *= 1 + attacker.strength / 10;
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let defenderAttacks: Attack[] = [];
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let defenderDamage = 0;
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let defenderDefense = 0;
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defender.inventory.items.forEach((item) => {
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item.attacks.forEach((attack) => {
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defenderAttacks.push(attack);
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});
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item.stats.forEach((stat) => {
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defenderDamage += stat.damage;
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defenderDefense += stat.defense;
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});
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});
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defenderDamage *= 1 + defender.strength / 10;
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defenderDefense *= 1 + defender.strength / 10;
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let winner: IPlayer | TFullNPC | undefined = undefined;
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let loser: IPlayer | TFullNPC | undefined = undefined;
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while (true) {
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await sleep(5000);
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const attackerWon = fightRound(
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client,
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roomId,
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attackerAttacks,
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attackerDamage,
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defender,
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defenderDefense,
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);
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if (attackerWon) {
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winner = attacker;
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loser = defender;
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break;
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}
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const defenderWon = fightRound(
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client,
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roomId,
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defenderAttacks,
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defenderDamage,
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attacker,
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attackerDefense,
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);
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if (defenderWon) {
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winner = defender;
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loser = attacker;
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break;
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}
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}
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client.sendTextMessage(
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roomId,
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`${attacker.name} has won the fight against ${defender.name}!`,
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);
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if (isPlayer(loser)) {
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respawnPlayer(client, roomId, loser as IPlayer);
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} else {
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const npcData = getNpcData((loser as INPC).id);
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npcData.dead = true;
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}
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};
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const fightRound = (
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client: MatrixClient,
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roomId: string,
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attackerAttacks: Attack[],
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attackerDamage: number,
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defender: IPlayer | TFullNPC,
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defenderDefense: number,
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): boolean => {
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const attackerAttack =
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attackerAttacks[Math.floor(Math.random() * attackerAttacks.length)];
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if (!attackerAttack) {
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return false;
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}
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const attackerAttackInfo = getAttack(attackerAttack);
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const attackerAttackDamage =
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attackerDamage *
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attackerAttackInfo.damageMultiplier *
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(0.5 + Math.random() * 0.5);
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defender.health -= attackerAttackDamage;
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if (defender.health <= 0) {
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const msg = getRandomAttackMessage(
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defender.health <= -getMaxHealth(defender)
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? attackerAttackInfo.messagesOverpower
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: attackerAttackInfo.messagesDead,
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);
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client.sendTextMessage(roomId, msg);
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return true;
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}
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const msg = getRandomAttackMessage(attackerAttackInfo.messages);
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client.sendTextMessage(roomId, msg);
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return false;
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};
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const respawnPlayer = (
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client: MatrixClient,
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roomId: string,
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player: IPlayer,
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) => {
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const defaultRespawn = locationFarlands;
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player.location = defaultRespawn.id;
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player.health = getMaxHealth(player);
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client.sendTextMessage(
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roomId,
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`${player.name} has been respawned in ${defaultRespawn.name}`,
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);
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};
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const getRandomAttackMessage = (messages: string[]): string => {
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return messages[Math.floor(Math.random() * messages.length)] ?? "";
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};
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export { fightEntity, fightRound, respawnPlayer, getRandomAttackMessage };
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@ -1,7 +1,6 @@
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import { Location } from "./locations.js";
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import { Race } from "./races.js";
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import type { IInventory } from "../types.js";
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import { DamageType } from "./items.js";
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export interface IEntity {
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name: string;
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@ -20,11 +19,9 @@ export interface IEntity {
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stealth: number;
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charisma: number;
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lockpicking: number;
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attacks: Attack[];
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}
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export interface IPlayer extends IEntity {
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isPlayer: true;
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health: number;
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}
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@ -52,120 +49,6 @@ export enum NpcType {
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AGGRESIVE = "AGGRESIVE",
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}
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export interface IAttack {
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id: Attack;
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damageType: DamageType;
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damageMultiplier: number;
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messages: string[];
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messagesDead: string[];
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messagesOverpower: string[];
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}
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export enum Attack {
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PUNCH = "PUNCH",
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CUT = "CUT",
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STAB = "STAB",
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KICK = "KICK",
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STOMP = "STOMP",
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SIT = "SIT",
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RIP = "RIP",
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}
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export const attackPunch: IAttack = {
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id: Attack.PUNCH,
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damageType: DamageType.PHYSICAL,
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damageMultiplier: 0.5,
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messages: ["ATTACKER punches DEFENDER"],
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messagesDead: [
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"ATTACKER punches DEFENDER to death",
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"ATTACKER beats DEFENDER to death",
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],
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messagesOverpower: ["ATTACKER punches DEFENDER into mush"],
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};
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export const attackCut: IAttack = {
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id: Attack.CUT,
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damageType: DamageType.PHYSICAL,
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damageMultiplier: 1,
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messages: ["ATTACKER cuts DEFENDER"],
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messagesDead: [
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"ATTACKER cuts DEFENDER in half",
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"ATTACKER cuts DEFENDER's head off",
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"ATTACKER cuts DEFENDER, instantly killing them",
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],
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messagesOverpower: ["ATTACKER cuts DEFENDER in half"],
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};
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export const attackStab: IAttack = {
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id: Attack.STAB,
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damageType: DamageType.PHYSICAL,
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damageMultiplier: 1.5,
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messages: ["ATTACKER stabs DEFENDER"],
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messagesDead: [
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"ATTACKER stabs DEFENDER to death",
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"ATTACKER stabs DEFENDER, instantly killing them",
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],
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messagesOverpower: ["ATTACKER stabs DEFENDER, instantly killing them"],
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};
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export const attackKick: IAttack = {
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id: Attack.KICK,
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damageType: DamageType.PHYSICAL,
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damageMultiplier: 0.75,
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messages: [
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"ATTACKER kick DEFENDER",
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"ATTACKER kick DEFENDER in their face",
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],
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messagesDead: ["ATTACKER kicks DEFENDER to death"],
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messagesOverpower: ["ATTACKER kicks DEFENDER into mush"],
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};
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export const attackStomp: IAttack = {
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id: Attack.STOMP,
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damageType: DamageType.PHYSICAL,
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damageMultiplier: 0.75,
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messages: [
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"ATTACKER stomps DEFENDER",
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"ATTACKER stomps DEFENDER in their face",
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],
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messagesDead: ["ATTACKER stomps DEFENDER to death"],
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messagesOverpower: [
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"ATTACKER stomps DEFENDER into mush",
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"DEFENDER explodes after ATTACKER stomps them into bloody mush",
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],
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};
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export const attackSit: IAttack = {
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id: Attack.SIT,
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damageType: DamageType.PHYSICAL,
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damageMultiplier: 0.65,
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messages: ["ATTACKER sits on DEFENDER"],
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messagesDead: ["ATTACKER sits on DEFENDER and crushes them to death"],
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messagesOverpower: [
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"ATTACKER sits on DEFENDER and crushes them into mush and goo",
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"DEFENDER explodes after ATTACKER sits on them with their full weight",
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],
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};
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export const attackRip: IAttack = {
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id: Attack.RIP,
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damageType: DamageType.PHYSICAL,
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damageMultiplier: 0.3,
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messages: ["ATTACKER tries to rip DEFENDER's limbs off"],
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messagesDead: ["ATTACKER rips DEFENDER's head off"],
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messagesOverpower: ["ATTACKER effortlessly rips DEFENDER's body in half"],
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};
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export const attacks = [
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attackPunch,
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attackCut,
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attackStab,
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attackKick,
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attackStomp,
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attackSit,
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attackRip,
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];
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export const npcBecky: INPC = {
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id: NPC.BECKY,
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name: "Becky",
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@ -187,7 +70,6 @@ export const npcBecky: INPC = {
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charisma: 5,
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lockpicking: 50,
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type: NpcType.QUEST_GIVER,
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attacks: [Attack.KICK, Attack.STOMP, Attack.SIT, Attack.RIP],
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};
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export const npcTato: INPC = {
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@ -211,7 +93,6 @@ export const npcTato: INPC = {
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charisma: 20,
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lockpicking: 0,
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type: NpcType.QUEST_GIVER,
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attacks: [Attack.PUNCH],
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};
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export const npcs = [npcBecky, npcTato];
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|
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@ -1,4 +1,3 @@
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import { Attack } from "./entities.js";
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import { Rarity } from "./rarities.js";
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export interface IItem {
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@ -9,7 +8,6 @@ export interface IItem {
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type: ItemType;
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rarity: Rarity;
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stats: IStat[];
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attacks: Attack[];
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}
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export interface IStat {
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@ -58,5 +56,4 @@ export const itemShortsword: IItem = {
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defense: 0,
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},
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],
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attacks: [Attack.CUT, Attack.STAB],
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};
|
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|
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Reference in a new issue