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import { VitalPointCategory, VitalPointSeverity } from "../types/common";
import { applyDamageToBodyParts } from "./bodypart/BodyPartDamageIntegration";
import ConsciousnessSystem from "./combat/ConsciousnessSystem";
import {
extractVitalPointCategory,
isHeadTraumaHit,
} from "./combat/painConsciousnessUtils";
import PainResponseSystem, {
ShockPainEffect,
} from "./combat/PainResponseSystem";
import { CombatResult, CombatSystemInterface } from "./combat/types";
import { PlayerState } from "./player";
import {
addEffectsToPlayer,
getEffectModifiers,
removeExpiredEffects,
} from "./PlayerEffectManager";
import { TRIGRAM_TECHNIQUES } from "./trigram";
import { TrigramSystem } from "./TrigramSystem";
import { StatusEffect } from "./types";
import { KoreanTechnique, VitalPointHitResult } from "./vitalpoint/types";
import { VitalPointSystem } from "./VitalPointSystem";
/**
* Enhanced Combat System with Pain Response and Consciousness integration.
*
* Integrates realistic pain accumulation and consciousness tracking for
* progressive combat impairment.
*/
export class CombatSystem implements CombatSystemInterface {
private vitalPointSystem: VitalPointSystem;
protected trigramSystem: TrigramSystem;
private painSystem: PainResponseSystem;
private consciousnessSystem: ConsciousnessSystem;
// Track shock pain effects per player
private shockPainEffects: Map<string, ShockPainEffect>;
// Track last head trauma time per player for consciousness recovery
private lastHeadTraumaTime: Map<string, number>;
// Vital point severity thresholds
private readonly SEVERITY_MAJOR_THRESHOLD = 30;
private readonly SEVERITY_MODERATE_THRESHOLD = 20;
constructor() {
this.vitalPointSystem = new VitalPointSystem();
this.trigramSystem = new TrigramSystem();
this.painSystem = new PainResponseSystem();
this.consciousnessSystem = new ConsciousnessSystem();
this.shockPainEffects = new Map();
this.lastHeadTraumaTime = new Map();
}
/**
* Cleanup per-player combat state.
*
* Call this when a player permanently leaves the match or when
* match-level cleanup is performed to avoid unbounded Map growth.
*
* @param playerId - ID of the player to cleanup
*
* @public
* @korean 플레이어데이터정리
*/
public cleanupPlayerData(playerId: string): void {
this.shockPainEffects.delete(playerId);
this.lastHeadTraumaTime.delete(playerId);
}
/**
* 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 (with archetype parameters)
let vitalPointResult: VitalPointHitResult | null = null;
if (targetedVitalPointId) {
vitalPointResult = this.processVitalPointHit(
targetedVitalPointId,
technique.damage ?? 15,
attacker,
defender
);
}
// 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 with effect application
* Enhanced with Pain Response and Consciousness System integration
*/
applyCombatResult(
result: CombatResult,
attacker: PlayerState,
defender: PlayerState
): { updatedAttacker: PlayerState; updatedDefender: PlayerState } {
// Start with base result
let { updatedAttacker, updatedDefender } = CombatSystem.applyCombatResult(
result,
attacker,
defender
);
if (result.hit && result.damage > 0) {
// Determine vital point category and severity from hit result
const category = this.getVitalPointCategory(result);
const severity = this.getVitalPointSeverity(result);
// Apply pain from damage
const { player: defenderWithPain, shockEffect: newShockEffect } =
this.painSystem.applyPain(
updatedDefender,
result.damage,
severity,
category
);
updatedDefender = defenderWithPain;
// Store shock pain effect if triggered
if (newShockEffect) {
this.shockPainEffects.set(updatedDefender.id, newShockEffect);
}
// Check for pain overload stun
if (this.painSystem.shouldTriggerStun(updatedDefender)) {
updatedDefender = {
...updatedDefender,
isStunned: true,
};
}
// Apply consciousness damage for head/neurological hits
if (this.isHeadTrauma(result, category)) {
updatedDefender = this.consciousnessSystem.applyDamage(
updatedDefender,
result.damage,
category
);
// Track head trauma time for recovery gating
this.lastHeadTraumaTime.set(updatedDefender.id, Date.now());
// Check incapacitation threshold
if (
this.consciousnessSystem.isAtIncapacitationThreshold(updatedDefender)
) {
updatedDefender = {
...updatedDefender,
isStunned: true,
// Could add helpless duration tracking here if needed
};
}
}
// Apply pain and consciousness effects to stats
const currentShockEffect = this.shockPainEffects.get(updatedDefender.id);
updatedDefender = this.painSystem.applyEffects(
updatedDefender,
currentShockEffect
);
updatedDefender = this.consciousnessSystem.applyEffects(updatedDefender);
}
return { updatedAttacker, updatedDefender };
}
/**
* Determines if a hit caused head trauma (affects consciousness).
*
* @param result - Combat result
* @param category - Vital point category
* @returns True if hit should affect consciousness
*/
private isHeadTrauma(
result: CombatResult,
category?: VitalPointCategory
): boolean {
return isHeadTraumaHit(result, category);
}
/**
* Extracts vital point category from combat result.
*
* @param result - Combat result
* @returns Vital point category if available
*/
private getVitalPointCategory(
result: CombatResult
): VitalPointCategory | undefined {
return extractVitalPointCategory(result);
}
/**
* Extracts vital point severity from combat result.
*
* @param result - Combat result
* @returns Vital point severity if critical hit
*/
private getVitalPointSeverity(
result: CombatResult
): VitalPointSeverity | undefined {
if (result.vitalPointHit) {
Iif (result.isCritical) {
return VitalPointSeverity.CRITICAL;
}
Iif (result.damage > this.SEVERITY_MAJOR_THRESHOLD) {
return VitalPointSeverity.MAJOR;
}
Eif (result.damage > this.SEVERITY_MODERATE_THRESHOLD) {
return VitalPointSeverity.MODERATE;
}
return VitalPointSeverity.MINOR;
}
return undefined;
}
/**
* Updates player states for recovery (pain dissipation, consciousness recovery).
* Call this regularly in game loop.
*
* @param player - Player to update
* @param deltaTime - Time elapsed since last update (ms)
* @returns Updated player state
*/
applyRecovery(player: PlayerState, deltaTime: number): PlayerState {
let updatedPlayer = player;
// Apply pain recovery
updatedPlayer = this.painSystem.applyDissipation(updatedPlayer, deltaTime);
// Apply consciousness recovery (only if enough time since head trauma)
const lastTrauma = this.lastHeadTraumaTime.get(player.id);
updatedPlayer = this.consciousnessSystem.applyRecovery(
updatedPlayer,
deltaTime,
lastTrauma
);
// Clean up expired shock pain effects
const shockEffect = this.shockPainEffects.get(player.id);
if (shockEffect) {
const elapsed = Date.now() - shockEffect.startTime;
Iif (elapsed >= shockEffect.duration) {
this.shockPainEffects.delete(player.id);
}
}
return updatedPlayer;
}
/**
* Static version for backwards compatibility with comprehensive effect application
* Enhanced with Pain Response and Consciousness System integration
* Updated to apply damage to body parts for 8-body-part health visualization
*/
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) {
// Determine body region from technique or use random distribution
const bodyRegion = CombatSystem.getBodyRegionFromTechnique(
result.technique
);
// Apply damage to body parts (this also updates aggregate health)
updatedDefender = applyDamageToBodyParts(
defender,
result.damage,
bodyRegion
);
// Update tracking stats (applyDamageToBodyParts already sets health)
updatedDefender = {
...updatedDefender,
totalDamageReceived:
updatedDefender.totalDamageReceived + result.damage,
hitsTaken: updatedDefender.hitsTaken + 1,
};
// Apply status effects from vital point hit
if (result.effects && result.effects.length > 0) {
updatedDefender = addEffectsToPlayer(updatedDefender, result.effects);
}
// Track vital point hits
if (result.vitalPointHit) {
updatedAttacker = {
...updatedAttacker,
vitalPointHits: attacker.vitalPointHits + 1,
};
}
// Track perfect strikes (high accuracy)
Iif (result.isCritical) {
updatedAttacker = {
...updatedAttacker,
perfectStrikes: attacker.perfectStrikes + 1,
};
}
}
// Apply technique costs to attacker
updatedAttacker = {
...updatedAttacker,
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 };
}
/**
* Determine body region from technique name or type
*
* **Korean**: 기술에서 신체 영역 결정
*
* @param technique - The technique used in the attack
* @returns Body region to apply damage to
*/
private static getBodyRegionFromTechnique(
technique?: KoreanTechnique
): BodyRegion {
if (!technique) {
// Default to torso if no technique specified
return BodyRegion.TORSO;
}
const techniqueName = (
technique.name?.english ||
technique.englishName ||
""
).toLowerCase();
const techniqueId = technique.id?.toLowerCase() || "";
// Head/face targeting techniques
Iif (
techniqueName.includes("head") ||
techniqueName.includes("temple") ||
techniqueName.includes("jaw") ||
techniqueName.includes("face") ||
techniqueId.includes("head") ||
techniqueId.includes("skull")
) {
return BodyRegion.HEAD;
}
// Neck targeting techniques
Iif (
techniqueName.includes("neck") ||
techniqueName.includes("throat") ||
techniqueName.includes("choke") ||
techniqueId.includes("neck")
) {
return BodyRegion.NECK;
}
// Leg targeting techniques
Iif (
techniqueName.includes("kick") ||
techniqueName.includes("sweep") ||
techniqueName.includes("leg") ||
techniqueName.includes("knee") ||
techniqueId.includes("kick") ||
techniqueId.includes("leg")
) {
// Randomly choose left or right leg
return Math.random() < 0.5 ? BodyRegion.LEFT_LEG : BodyRegion.RIGHT_LEG;
}
// Arm targeting techniques
Iif (
techniqueName.includes("arm") ||
techniqueName.includes("shoulder") ||
techniqueName.includes("elbow") ||
techniqueId.includes("arm")
) {
// Randomly choose left or right arm
return Math.random() < 0.5 ? BodyRegion.LEFT_ARM : BodyRegion.RIGHT_ARM;
}
// Punch/strike techniques typically target torso
if (
techniqueName.includes("punch") ||
techniqueName.includes("strike") ||
techniqueName.includes("jab") ||
techniqueName.includes("cross") ||
techniqueName.includes("hook") ||
techniqueName.includes("uppercut")
) {
// Mix of torso and head for punches
return Math.random() < 0.7 ? BodyRegion.TORSO : BodyRegion.HEAD;
}
// Body/core targeting techniques
Iif (
techniqueName.includes("body") ||
techniqueName.includes("solar") ||
techniqueName.includes("liver") ||
techniqueName.includes("ribs") ||
techniqueName.includes("abdomen") ||
techniqueId.includes("torso") ||
techniqueId.includes("core")
) {
return BodyRegion.TORSO;
}
// Default to torso for unmatched techniques
return BodyRegion.TORSO;
}
/**
* 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 with effect management
*/
updatePlayerState(player: PlayerState, deltaTime: number): PlayerState {
let updatedPlayer = { ...player };
// Remove expired effects first
updatedPlayer = removeExpiredEffects(updatedPlayer);
// Get effect modifiers for resource regeneration
const effectModifiers = getEffectModifiers(updatedPlayer);
// Apply natural regeneration with effect modifiers
const regenRate = deltaTime / 1000; // Convert to seconds
// Ki regeneration (slower during combat) - affected by effects
if (updatedPlayer.ki < updatedPlayer.maxKi) {
updatedPlayer.ki = Math.min(
updatedPlayer.maxKi,
updatedPlayer.ki + regenRate * 2 * effectModifiers.kiRegen
);
}
// Stamina regeneration - affected by effects
if (updatedPlayer.stamina < updatedPlayer.maxStamina) {
updatedPlayer.stamina = Math.min(
updatedPlayer.maxStamina,
updatedPlayer.stamina + regenRate * 3 * effectModifiers.staminaRegen
);
}
// Health regeneration (very slow)
if (
updatedPlayer.health < updatedPlayer.maxHealth &&
updatedPlayer.health > 0
) {
updatedPlayer.health = Math.min(
updatedPlayer.maxHealth,
updatedPlayer.health + regenRate * 0.5
);
}
// Clear temporary combat states
const currentTime = Date.now();
Iif (
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 with archetype parameters
*/
private processVitalPointHit(
vitalPointId: string,
_baseDamage: number, // Unused but kept for interface compatibility
attacker: PlayerState,
defender: PlayerState
): VitalPointHitResult {
const vitalPoint = this.vitalPointSystem.getVitalPointById(vitalPointId);
Eif (!vitalPoint) {
return {
hit: false,
damage: 0,
effects: [],
severity: VitalPointSeverity.MINOR,
};
}
// Use VitalPointSystem's processHit with full archetype support
return this.vitalPointSystem.processHit(
vitalPoint.position, // Use vital point position for hit calculation
{ width: 10, height: 10 }, // Standard hit box
vitalPointId, // Targeted vital point
undefined, // Use current hour from system
attacker.archetype, // Attacker archetype for offensive modifiers
defender.archetype // Defender archetype for defensive modifiers
);
}
/**
* Execute attack with technique
*/
protected 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;
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