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import { CombatResult, CombatSystemInterface } from "./combat/types"; import { PlayerState } from "./player"; import { TRIGRAM_TECHNIQUES } from "./trigram"; import { TrigramSystem } from "./TrigramSystem"; import { StatusEffect } from "./types"; import { KoreanTechnique, VitalPointHitResult } from "./vitalpoint/types"; import { VitalPointSystem } from "./VitalPointSystem"; export class CombatSystem implements CombatSystemInterface { private vitalPointSystem: VitalPointSystem; protected trigramSystem: TrigramSystem; constructor() { this.vitalPointSystem = new VitalPointSystem(); this.trigramSystem = new TrigramSystem(); } /** * Fix: Update resolveAttack to match interface signature */ resolveAttack( attacker: PlayerState, defender: PlayerState, technique: KoreanTechnique, targetedVitalPointId?: string ): CombatResult { const timestamp = Date.now(); // Check if attacker can execute the technique if (!this.canExecuteTechnique(attacker, technique)) { return { hit: false, damage: 0, criticalHit: false, vitalPointHit: false, effects: [], timestamp, technique, attacker, defender, success: false, isCritical: false, isBlocked: false, }; } // Fix: Use correct method signature const stanceEffectiveness = this.trigramSystem.calculateStanceEffectiveness( attacker.currentStance, defender.currentStance ); // Calculate base hit chance const baseAccuracy = technique.accuracy * stanceEffectiveness; const hitRoll = Math.random(); const hit = hitRoll <= baseAccuracy; if (!hit) { return { hit: false, damage: 0, criticalHit: false, vitalPointHit: false, effects: [], timestamp, technique, attacker, defender, success: false, isCritical: false, isBlocked: false, }; } // Process vital point hit if targeted let vitalPointResult: VitalPointHitResult | null = null; if (targetedVitalPointId) { vitalPointResult = this.processVitalPointHit( targetedVitalPointId, technique.damage || 15, attacker ); } // Calculate damage using the interface method const damageResult = this.calculateDamage( technique, attacker, defender, vitalPointResult || { hit: false, damage: 0, effects: [], severity: VitalPointSeverity.MINOR, } ); // Check for critical hit const critRoll = Math.random(); const isCritical = critRoll <= (technique.critChance || 0.1); return { hit: true, damage: damageResult.totalDamage, criticalHit: isCritical, vitalPointHit: vitalPointResult?.hit || false, effects: damageResult.effectsApplied, timestamp, technique, attacker, defender, success: true, isCritical: vitalPointResult?.hit || false, isBlocked: false, }; } /** * Fix: Make applyCombatResult non-static instance method */ applyCombatResult( result: CombatResult, attacker: PlayerState, defender: PlayerState ): { updatedAttacker: PlayerState; updatedDefender: PlayerState } { return CombatSystem.applyCombatResult(result, attacker, defender); } /** * Static version for backwards compatibility */ static applyCombatResult( result: CombatResult, attacker: PlayerState, defender: PlayerState ): { updatedAttacker: PlayerState; updatedDefender: PlayerState } { // Apply damage and effects let updatedDefender = defender; let updatedAttacker = attacker; if (result.hit) { updatedDefender = { ...defender, health: Math.max(0, defender.health - result.damage), totalDamageReceived: defender.totalDamageReceived + result.damage, hitsTaken: defender.hitsTaken + 1, }; } // Apply technique costs to attacker updatedAttacker = { ...attacker, ki: Math.max(0, attacker.ki - 5), stamina: Math.max(0, attacker.stamina - 10), totalDamageDealt: attacker.totalDamageDealt + (result.hit ? result.damage : 0), hitsLanded: attacker.hitsLanded + (result.hit ? 1 : 0), }; return { updatedAttacker, updatedDefender }; } /** * Fix: Add missing getAvailableTechniques method required by interface */ getAvailableTechniques(player: PlayerState): readonly KoreanTechnique[] { const allTechniques = TRIGRAM_TECHNIQUES[player.currentStance] || []; // Filter techniques based on available resources using canExecuteTechnique return allTechniques.filter((technique) => this.canExecuteTechnique(player, technique as KoreanTechnique) ) as readonly KoreanTechnique[]; } /** * Check if attacker can execute technique */ private canExecuteTechnique( player: PlayerState, technique: KoreanTechnique ): boolean { return ( player.ki >= technique.kiCost && player.stamina >= technique.staminaCost && player.currentStance === technique.stance && !player.isStunned ); } /** * Static methods for backwards compatibility */ static resolveAttack( attacker: PlayerState, defender: PlayerState, technique: KoreanTechnique ): CombatResult { const instance = new CombatSystem(); return instance.executeAttack(attacker, defender, technique); } /** * Check if a player is defeated */ isPlayerDefeated(player: PlayerState): boolean { return player.health <= 0 || player.consciousness <= 0; } /** * Update player state over time */ updatePlayerState(player: PlayerState, deltaTime: number): PlayerState { let updatedPlayer = { ...player }; // Apply natural regeneration const regenRate = deltaTime / 1000; // Convert to seconds // Ki regeneration (slower during combat) if (updatedPlayer.ki < updatedPlayer.maxKi) { updatedPlayer.ki = Math.min( updatedPlayer.maxKi, updatedPlayer.ki + regenRate * 2 ); } // Stamina regeneration if (updatedPlayer.stamina < updatedPlayer.maxStamina) { updatedPlayer.stamina = Math.min( updatedPlayer.maxStamina, updatedPlayer.stamina + regenRate * 3 ); } // Health regeneration (very slow) if ( updatedPlayer.health < updatedPlayer.maxHealth && updatedPlayer.health > 0 ) { updatedPlayer.health = Math.min( updatedPlayer.maxHealth, updatedPlayer.health + regenRate * 0.5 ); } // Update status effects const currentTime = Date.now(); updatedPlayer.statusEffects = updatedPlayer.statusEffects.filter( (effect) => effect.endTime > currentTime ); // Clear temporary combat states if ( updatedPlayer.lastActionTime && currentTime - updatedPlayer.lastActionTime > updatedPlayer.recoveryTime ) { updatedPlayer.isStunned = false; updatedPlayer.isCountering = false; } return updatedPlayer; } /** * Get combat statistics */ getCombatStatistics(player: PlayerState): { healthPercent: number; kiPercent: number; staminaPercent: number; balancePercent: number; } { return { healthPercent: (player.health / player.maxHealth) * 100, kiPercent: (player.ki / player.maxKi) * 100, staminaPercent: (player.stamina / player.maxStamina) * 100, balancePercent: player.balance, }; } /** * Fix: Integrate processVitalPointHit into the combat system */ private processVitalPointHit( vitalPointId: string, baseDamage: number, attacker: PlayerState ): VitalPointHitResult { const vitalPoint = this.vitalPointSystem.getVitalPointById(vitalPointId); if (!vitalPoint) { return { hit: false, damage: 0, effects: [], severity: VitalPointSeverity.MINOR, }; } // Calculate damage based on vital point properties and attacker archetype const archetypeModifier = this.getArchetypeVitalPointModifier( attacker.archetype, vitalPoint ); const damage = Math.floor(baseDamage * archetypeModifier); return { hit: true, vitalPointHit: vitalPoint, // Use the correct property name damage, effects: vitalPoint.effects.map((effect) => ({ id: `${effect.id}_${Date.now()}`, type: effect.type as any, intensity: effect.intensity as any, duration: effect.duration, description: effect.description, stackable: effect.stackable, source: vitalPointId, startTime: Date.now(), endTime: Date.now() + effect.duration, })), severity: vitalPoint.severity, }; } /** * Helper method to get archetype-specific vital point damage modifier */ private getArchetypeVitalPointModifier( archetype: any, vitalPoint: any ): number { // Simple archetype-based modifiers const baseModifier = 1.0; // Different archetypes have different specializations switch (archetype) { case "amsalja": // Shadow Assassin - better at nerve strikes return vitalPoint.category === "neurological" ? 1.3 : baseModifier; case "musa": // Traditional Warrior - better at bone strikes return vitalPoint.category === "skeletal" ? 1.2 : baseModifier; case "hacker": // Cyber Warrior - better at nerve disruption return vitalPoint.category === "neurological" ? 1.1 : baseModifier; default: return baseModifier; } } /** * Execute attack with technique */ private executeAttack( attacker: PlayerState, defender: PlayerState, technique: KoreanTechnique ): CombatResult { const hitRoll = Math.random(); const accuracy = technique.accuracy || 0.8; const hit = hitRoll <= accuracy; if (!hit) { return { hit: false, damage: 0, criticalHit: false, vitalPointHit: false, effects: [], timestamp: Date.now(), technique, attacker, defender, success: false, isCritical: false, isBlocked: false, }; } // Calculate damage using the interface method const vitalPointHit: VitalPointHitResult = { hit: false, damage: 0, effects: [], severity: VitalPointSeverity.MINOR, // Use the enum directly }; const damageResult = this.calculateDamage( technique, attacker, defender, vitalPointHit ); return { hit: true, damage: damageResult.totalDamage, criticalHit: Math.random() < (technique.critChance || 0.1), vitalPointHit: false, effects: damageResult.effectsApplied, timestamp: Date.now(), technique, attacker, defender, success: true, isCritical: false, isBlocked: false, }; } /** * Fix: Add missing calculateDamage method required by interface */ calculateDamage( technique: KoreanTechnique, attacker: PlayerState, defender: PlayerState, hitResult: VitalPointHitResult ): { baseDamage: number; modifierDamage: number; totalDamage: number; effectsApplied: readonly StatusEffect[]; finalDefenderState?: Partial<PlayerState>; } { // Calculate base damage from technique const baseDamage = technique.damage || 15; // Apply attacker modifiers const attackerBonus = attacker.attackPower * 0.1; // Apply vital point modifiers if hit let vitalPointMultiplier = 1.0; if (hitResult.hit && hitResult.vitalPointHit) { // Use the correct property name const severityMultipliers: Record<VitalPointSeverity, number> = { [VitalPointSeverity.MINOR]: 1.1, [VitalPointSeverity.MODERATE]: 1.3, [VitalPointSeverity.MAJOR]: 1.6, [VitalPointSeverity.CRITICAL]: 2.0, [VitalPointSeverity.LETHAL]: 3.0, }; // Use the severity property directly vitalPointMultiplier = severityMultipliers[hitResult.severity] ?? 1.0; } // Calculate total modifier damage const modifierDamage = attackerBonus * vitalPointMultiplier; // Apply defense reduction const defenseReduction = defender.defense * 0.05; const totalDamage = Math.max( 1, baseDamage + modifierDamage - defenseReduction ); // Combine effects from technique and vital point hit const effectsApplied = [...technique.effects, ...hitResult.effects]; return { baseDamage, modifierDamage, totalDamage: Math.floor(totalDamage), effectsApplied, finalDefenderState: { health: Math.max(0, defender.health - totalDamage), }, }; } } /** * Creates a standardized CombatResult with all required fields * Ensures both 'critical' and 'criticalHit' are present for API compatibility */ export function createCombatResult( partialResult: Partial<CombatResult> ): CombatResult { // Set default values const result: CombatResult = { success: partialResult.success ?? false, damage: partialResult.damage ?? 0, isCritical: partialResult.isCritical ?? partialResult.criticalHit ?? false, hit: partialResult.hit ?? partialResult.success ?? false, isBlocked: partialResult.isBlocked ?? false, vitalPointHit: partialResult.vitalPointHit ?? false, effects: partialResult.effects ?? [], attacker: partialResult.attacker, defender: partialResult.defender, technique: partialResult.technique, // Always set criticalHit to match critical for consistency criticalHit: partialResult.isCritical ?? partialResult.criticalHit ?? false, timestamp: Date.now(), }; return result; } export default CombatSystem; |