All files / systems effects.ts

100% Statements 33/33
100% Branches 0/0
100% Functions 3/3
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 91                  66x 66x 66x 66x 66x 66x 66x 66x 66x 66x       66x 66x 66x 66x 66x 66x 66x 66x 66x 66x 66x 66x 66x       66x 66x 66x 66x 66x 66x 66x 66x 66x 66x                                                                                      
/**
 * Combat effects and status system for Korean martial arts.
 *
 * @module systems/effects
 * @category Combat Effects
 * @korean 전투효과시스템
 */
 
/** Hit effect type discriminator for combat feedback */
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",
}
 
/** Additional hit effect variants 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 for status effects */
export enum EffectIntensity {
  WEAK = "weak",
  MINOR = "minor",
  LOW = "low",
  MEDIUM = "medium",
  MODERATE = "moderate",
  HIGH = "high",
  SEVERE = "severe",
  CRITICAL = "critical",
  EXTREME = "extreme",
}
 
/** Union type of all applicable status effect identifiers */
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";