All files / blacktrigram/src/systems effects.ts

100% Statements 33/33
100% Branches 3/3
100% Functions 0/0
100% Lines 33/33

Press n or j to go to the next uncovered block, b, p or k for the previous block.

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90              1x 1x 1x 1x 1x 1x 1x 1x 1x 1x       1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x       1x 1x 1x 1x 1x 1x 1x 1x 1x 1x                                                                                        
// Import enums from enums.ts
 
// Combat effects and status system for Korean martial arts
 
// Hit effect for visual feedback
// Hit effect types
 
export enum HitEffectType {
  GENERAL_DAMAGE = "general_damage",
  CRITICAL_HIT = "critical_hit",
  VITAL_POINT_STRIKE = "vital_point_strike",
  STATUS_EFFECT = "status_effect",
  MISS = "miss",
  BLOCK = "block",
  PARRY = "parry",
  COUNTER = "counter",
  HIT = "hit",
}
 
// Effect types for status effects
export enum HitEffectEnum {
  STUN = "stun",
  WEAKNESS = "weakness",
  STAMINA_DRAIN = "stamina_drain",
  VULNERABILITY = "vulnerability",
  BLEEDING = "bleeding",
  BUFF = "buff",
  DEBUFF = "debuff",
  PARALYSIS = "paralysis",
  POISON = "poison",
  BURN = "burn",
  FREEZE = "freeze",
  CONFUSION = "confusion",
}
 
// Effect intensity levels
export enum EffectIntensity {
  WEAK = "weak",
  MINOR = "minor",
  LOW = "low",
  MEDIUM = "medium",
  MODERATE = "moderate",
  HIGH = "high",
  SEVERE = "severe",
  CRITICAL = "critical",
  EXTREME = "extreme",
}
 
// Status effects that can be applied to players
// Effect types
export type EffectType =
  | "stun"
  | "poison"
  | "burn"
  | "bleed"
  | "exhausted"
  | "focused"
  | "rage"
  | "defensive"
  | "weakened"
  | "strengthened"
  | "paralysis" // Add missing paralysis
  | "confusion" // Add missing confusion
  | "vulnerability" // Add missing vulnerability
  | "stamina_drain"; // Add missing stamina_drain
 
// Particle effect for visual feedback
// Particle effect types
export type ParticleType =
  | "spark"
  | "blood"
  | "energy"
  | "dust"
  | "flash"
  | "smoke"
  | "lightning"
  | "wind";
 
// Environmental effect
// Environmental effect types
export type EnvironmentalEffectType =
  | "smoke"
  | "fire"
  | "ice"
  | "wind"
  | "lightning"
  | "darkness"
  | "light"
  | "pressure";