/
quality-action.ts
53 lines (44 loc) · 1.57 KB
/
quality-action.ts
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import { Simulation } from '../../simulation/simulation';
import { GeneralAction } from './general-action';
import { ActionType } from './action-type';
import { Buff } from '../buff.enum';
import { StepState } from '../step-state';
export abstract class QualityAction extends GeneralAction {
public getType(): ActionType {
return ActionType.QUALITY;
}
execute(simulation: Simulation, safe = false, skipStackAddition = false): void {
let buffMod = this.getBaseBonus(simulation);
let conditionMod = this.getBaseCondition(simulation);
const potency = this.getPotency(simulation);
const qualityIncrease = Math.floor(this.getBaseQuality(simulation));
switch (simulation.state) {
case StepState.EXCELLENT:
conditionMod *= 4;
break;
case StepState.POOR:
conditionMod *= 0.5;
break;
case StepState.GOOD:
conditionMod *= simulation.crafterStats.splendorous ? 1.75 : 1.5;
break;
default:
break;
}
const iqMod = simulation.getBuff(Buff.INNER_QUIET)?.stacks || 0;
let buffMult = 1;
if (simulation.hasBuff(Buff.GREAT_STRIDES)) {
buffMult += 1;
simulation.removeBuff(Buff.GREAT_STRIDES);
}
if (simulation.hasBuff(Buff.INNOVATION)) {
buffMult += 0.5;
}
buffMod = Math.fround((buffMod * buffMult * (100 + iqMod * 10)) / 100);
const efficiency = Math.fround(potency * buffMod);
simulation.quality += Math.floor((qualityIncrease * conditionMod * efficiency) / 100);
if (!skipStackAddition) {
simulation.addInnerQuietStacks(1);
}
}
}