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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 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 | 1x 1x 1x 1x 1x 1x 1x 1x 1x | import { PlayerArchetype } from "../../types/common"; import { PlayerState } from "../player"; import { StatusEffect } from "../types"; import { DamageResult, KoreanTechnique, VitalPoint } from "./types"; export class DamageCalculator { /** * Calculate vital point damage with proper archetype bonuses */ static calculateVitalPointDamage( vitalPoint: VitalPoint, baseDamage: number, attacker: PlayerState, accuracy: number ): DamageResult { const effects: StatusEffect[] = []; // Fix: Use static method call instead of this const archetypeModifier = DamageCalculator.getArchetypeModifier( attacker.archetype ); const techniqueEffectiveness = accuracy; const finalDamage = Math.max( 1, (vitalPoint.baseDamage || vitalPoint.damage?.min || baseDamage) * archetypeModifier * techniqueEffectiveness ); // Create status effects from vital point vitalPoint.effects.forEach((effect) => { const statusEffect: StatusEffect = { id: `${effect.id}_${Date.now()}`, type: "weakened", // Map to valid EffectType intensity: "moderate" as any, duration: effect.duration, description: effect.description, stackable: effect.stackable, source: vitalPoint.id, startTime: Date.now(), endTime: Date.now() + effect.duration, }; effects.push(statusEffect); }); return { damage: finalDamage, effects, isCritical: accuracy > 0.9, isVitalPoint: true, }; } /** * Fix: Add missing getArchetypeModifier method */ static getArchetypeModifier(archetype: PlayerArchetype): number { switch (archetype) { case PlayerArchetype.MUSA: return 1.2; // Traditional warrior - strong base damage case PlayerArchetype.AMSALJA: return 1.5; // Assassin - high damage modifier case PlayerArchetype.HACKER: return 1.1; // Cyber warrior - precision over power case PlayerArchetype.JEONGBO_YOWON: return 1.1; // Intelligence operative - strategic damage case PlayerArchetype.JOJIK_POKRYEOKBAE: return 1.3; // Organized crime - brutal effectiveness default: return 1.0; } } /** * Calculate technique damage with vital point consideration */ static calculateTechniqueDamage( technique: KoreanTechnique, attacker: PlayerState, vitalPoint: VitalPoint | null, accuracy: number ): DamageResult { // Fix: Remove unused baseDamage variable and use technique.damage directly const effects: StatusEffect[] = []; const archetypeModifier = DamageCalculator.getArchetypeModifier( attacker.archetype ); let finalDamage = (technique.damage || 15) * archetypeModifier * accuracy; // Apply vital point multiplier if hitting a vital point if (vitalPoint) { finalDamage *= (vitalPoint.baseDamage || vitalPoint.damage?.min || 10) / 10; // Add vital point effects vitalPoint.effects.forEach((effect) => { const statusEffect: StatusEffect = { id: `${effect.id}_${Date.now()}`, type: "weakened", intensity: "moderate" as any, duration: effect.duration, description: effect.description, stackable: effect.stackable, source: vitalPoint.id, startTime: Date.now(), endTime: Date.now() + effect.duration, }; effects.push(statusEffect); }); } return { damage: Math.max(1, Math.floor(finalDamage)), effects, isCritical: accuracy > 0.8, isVitalPoint: !!vitalPoint, }; } /** * Calculate damage reduction from defense */ static calculateDamageReduction( incomingDamage: number, defenderDefense: number, isBlocking: boolean = false ): number { const blockMultiplier = isBlocking ? 0.5 : 1.0; const defenseReduction = Math.min(0.8, defenderDefense / 200); // Max 80% reduction return Math.max( 1, incomingDamage * (1 - defenseReduction) * blockMultiplier ); } /** * Calculate critical hit chance */ static calculateCriticalChance( baseCritChance: number, attacker: PlayerState, technique: KoreanTechnique ): number { const archetypeBonus = DamageCalculator.getArchetypeModifier(attacker.archetype) * 0.1; const techniqueBonus = (technique.critChance || 0.1) * 0.5; return Math.min(0.95, baseCritChance + archetypeBonus + techniqueBonus); } } export default DamageCalculator; |