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* Player state utilities and helper functions
*/
import { PLAYER_ARCHETYPES_DATA, PlayerState, StatusEffect } from "../systems";
import { PlayerArchetype, Position, TrigramStance } from "../types";
import { CombatState } from "../types/common";
/**
* Create a complete PlayerState from archetype and player index
*/
export function createPlayerFromArchetype(
archetype: PlayerArchetype,
playerIndex: number
): PlayerState {
const archetypeData = PLAYER_ARCHETYPES_DATA[archetype];
const basePosition: Position = {
x: playerIndex === 0 ? 300 : 500,
y: 400,
};
return {
id: `player_${playerIndex + 1}`,
name: archetypeData.name,
archetype,
// Combat stats
health: archetypeData.baseHealth,
maxHealth: archetypeData.baseHealth,
ki: archetypeData.baseKi,
maxKi: archetypeData.baseKi,
stamina: archetypeData.baseStamina,
maxStamina: archetypeData.baseStamina,
energy: 100,
maxEnergy: 100,
// Combat attributes
attackPower: archetypeData.stats.attackPower,
defense: archetypeData.stats.defense,
speed: archetypeData.stats.speed,
technique: archetypeData.stats.technique,
pain: 0,
consciousness: 100,
balance: 100,
momentum: 0,
// Combat state
currentStance: archetypeData.coreStance,
combatState: CombatState.IDLE,
position: basePosition,
isBlocking: false,
isStunned: false,
isCountering: false,
lastActionTime: 0,
recoveryTime: 0,
lastStanceChangeTime: 0,
// Status and effects
statusEffects: [],
activeEffects: [],
// Vital points state
vitalPoints: [],
// Match statistics
totalDamageReceived: 0,
totalDamageDealt: 0,
hitsTaken: 0,
hitsLanded: 0,
perfectStrikes: 0,
vitalPointHits: 0,
};
}
/**
* Update player state with partial updates
*/
export function updatePlayerState(
player: PlayerState,
updates: Partial<PlayerState>
): PlayerState {
return {
...player,
...updates,
// Ensure vital constraints
health: Math.max(
0,
Math.min(updates.health ?? player.health, player.maxHealth)
),
ki: Math.max(0, Math.min(updates.ki ?? player.ki, player.maxKi)),
stamina: Math.max(
0,
Math.min(updates.stamina ?? player.stamina, player.maxStamina)
),
consciousness: Math.max(
0,
Math.min(updates.consciousness ?? player.consciousness, 100)
),
balance: Math.max(0, Math.min(updates.balance ?? player.balance, 100)),
};
}
/**
* Apply damage to player
*/
export function applyDamage(
player: PlayerState,
damage: number,
_damageType?: string // Fix: Add underscore for unused parameter
): PlayerState {
const newHealth = Math.max(0, player.health - damage);
const isKnockedOut = newHealth <= 0;
return updatePlayerState(player, {
health: newHealth,
totalDamageReceived: player.totalDamageReceived + damage,
hitsTaken: player.hitsTaken + 1,
combatState: isKnockedOut ? CombatState.STUNNED : player.combatState,
consciousness: isKnockedOut ? 0 : player.consciousness,
});
}
/**
* Apply status effect to player
*/
export function applyStatusEffect(
player: PlayerState,
effect: StatusEffect
): PlayerState {
const existingEffectIndex = player.statusEffects.findIndex(
(e) => e.type === effect.type && !e.stackable
);
let newEffects: StatusEffect[];
if (existingEffectIndex >= 0 && !effect.stackable) {
// Replace existing non-stackable effect
newEffects = [...player.statusEffects];
newEffects[existingEffectIndex] = effect;
} else {
// Add new effect
newEffects = [...player.statusEffects, effect];
}
return updatePlayerState(player, {
statusEffects: newEffects,
activeEffects: [...player.activeEffects, effect.type],
});
}
/**
* Get vital point by ID (fix return type)
*/
export function getVitalPointByOnPlayerId(
player: PlayerState,
vitalPointId: string
): {
readonly id: string;
readonly isHit: boolean;
readonly damage: number;
readonly lastHitTime: number;
} | null {
return player.vitalPoints.find((vp) => vp.id === vitalPointId) || null;
}
/**
* Check if player can act
*/
export function canPlayerAct(player: PlayerState): boolean {
if (player.health <= 0) return false;
if (player.consciousness <= 0) return false;
if (player.combatState === CombatState.STUNNED) return false;
Iif (player.isStunned) return false;
return true;
}
/**
* Get player's current stance effectiveness against opponent
*/
export function getStanceEffectiveness(
_playerStance: TrigramStance, // Fix: Add underscore to unused parameter
_opponentStance: TrigramStance // Fix: Add underscore to unused parameter
): number {
// Basic implementation - could be enhanced with stance matrix
return 1.0;
}
/**
* Check if player has enough resources for action
*/
export function hasEnoughResources(
player: PlayerState,
kiCost: number,
staminaCost: number
): boolean {
return player.ki >= kiCost && player.stamina >= staminaCost;
}
/**
* Get player archetype bonuses
*/
export function getArchetypeBonuses(archetype: PlayerArchetype): {
attackBonus: number;
defenseBonus: number;
speedBonus: number;
techniqueBonus: number;
} {
const data = PLAYER_ARCHETYPES_DATA[archetype];
return {
attackBonus: data.stats.attackPower * 0.1,
defenseBonus: data.stats.defense * 0.1,
speedBonus: data.stats.speed * 0.1,
techniqueBonus: data.stats.technique * 0.1,
};
}
/**
* Calculate player's current combat effectiveness
*/
export function calculateCombatEffectiveness(player: PlayerState): number {
const healthFactor = player.health / player.maxHealth;
const staminaFactor = player.stamina / player.maxStamina;
const consciousnessFactor = player.consciousness / 100;
const balanceFactor = player.balance / 100;
return (
(healthFactor + staminaFactor + consciousnessFactor + balanceFactor) / 4
);
}
/**
* Remove expired status effects
*/
export function updateStatusEffects(
player: PlayerState,
currentTime: number
): PlayerState {
const activeEffects = player.statusEffects.filter(
(effect) => effect.endTime > currentTime
);
return updatePlayerState(player, {
statusEffects: activeEffects,
activeEffects: activeEffects.map((e) => e.type),
});
}
/**
* Reset player to starting state
*/
export function resetPlayerState(
archetype: PlayerArchetype,
playerIndex: number
): PlayerState {
return createPlayerFromArchetype(archetype, playerIndex);
}
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