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Enemy.ts
168 lines (163 loc) · 6.69 KB
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Enemy.ts
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import {Player, fighter_types, main_stats, elemental_stats} from "./Player";
import {ordered_elements} from "./utils";
import * as _ from "lodash";
import * as numbers from "./magic_numbers";
import {effect_types} from "./Effect";
import {Classes} from "./Classes";
import {GoldenSun} from "GoldenSun";
export class Enemy extends Player {
public items: {
key_name: string;
quantity: number;
use_weight: number;
}[];
public abilities: {
key_name: string;
use_weight: number;
}[];
public coins_reward: number;
public item_reward: string;
public item_reward_chance: number;
public exp_reward: number;
public class: Classes;
public current_hp_recovery: number;
public current_pp_recovery: number;
public weight_pick_random_ability: number;
public weight_recover_ailment: number;
public weight_recover_hp: number;
public target_weaker_chance: number;
public defeat_voice: string;
public base_stats: {[main_stat in main_stats]?: number};
public fled: boolean;
constructor(data: GoldenSun, enemy_data: any, name: string) {
super(data, enemy_data.key_name, name ? name : enemy_data.name);
this.level = enemy_data.level;
this.turns = enemy_data.turns;
this.base_turns = this.turns;
this.current_hp = enemy_data.max_hp;
this.current_pp = enemy_data.max_pp;
this.hp_recovery = enemy_data.hp_recovery;
this.pp_recovery = enemy_data.pp_recovery;
this.base_stats = {};
[
main_stats.MAX_HP,
main_stats.MAX_PP,
main_stats.ATTACK,
main_stats.DEFENSE,
main_stats.AGILITY,
main_stats.LUCK,
].forEach(stat => {
this.base_stats[stat] = enemy_data[stat];
this[stat] = enemy_data[stat];
});
this.items = enemy_data.items;
this.abilities = enemy_data.abilities;
this.coins_reward = enemy_data.coins_reward;
this.item_reward = enemy_data.item_reward;
this.item_reward_chance = enemy_data.item_reward_chance;
this.exp_reward = enemy_data.exp_reward;
this.elemental_base[elemental_stats.LEVEL] = Object.assign({}, enemy_data.base_level);
this.elemental_base[elemental_stats.POWER] = Object.assign({}, enemy_data.base_power);
this.elemental_base[elemental_stats.RESIST] = Object.assign({}, enemy_data.base_resist);
this.battle_scale = enemy_data.battle_scale;
this.battle_shadow_key = enemy_data.battle_shadow_key;
this.status_sprite_shift = enemy_data.status_sprite_shift ?? 0;
this.battle_animations_variations = Object.assign({}, enemy_data.battle_animations_variations);
this.fighter_type = fighter_types.ENEMY;
this.weight_pick_random_ability = enemy_data.weight_pick_random_ability ?? 1.0;
this.weight_recover_ailment = enemy_data.weight_recover_ailment ?? 1.0;
this.weight_recover_hp = enemy_data.weight_recover_hp ?? 1.0;
this.target_weaker_chance = enemy_data.target_weaker_chance ?? 0.5;
this.defeat_voice = enemy_data.defeat_voice ?? null;
this.class = new Classes(
"no_class",
"No Class",
undefined,
undefined,
undefined,
undefined,
undefined,
undefined,
undefined,
undefined,
undefined,
enemy_data.vulnerabilities
);
this.current_exp = -1;
this.effects = [];
this.fled = false;
this.set_base_attributes();
}
set_base_attributes() {
[
main_stats.MAX_HP,
main_stats.MAX_PP,
main_stats.ATTACK,
main_stats.DEFENSE,
main_stats.AGILITY,
main_stats.LUCK,
].forEach(stat => {
this[stat] = this.before_buff_stats[stat] = this.base_stats[stat];
this.buff_stats[stat] = 0;
});
this.current_hp_recovery = this.hp_recovery;
this.current_pp_recovery = this.pp_recovery;
this.extra_turns = 0;
for (let element of ordered_elements) {
this.elemental_current[elemental_stats.POWER][element] = this.elemental_before_buff[elemental_stats.POWER][
element
] = this.elemental_base[elemental_stats.POWER][element];
this.elemental_current[elemental_stats.RESIST][element] = this.elemental_before_buff[
elemental_stats.RESIST
][element] = this.elemental_base[elemental_stats.RESIST][element];
this.elemental_current[elemental_stats.LEVEL][element] =
this.elemental_base[elemental_stats.LEVEL][element];
this.elemental_buff[elemental_stats.POWER][element] = 0;
this.elemental_buff[elemental_stats.RESIST][element] = 0;
}
}
update_all() {
this.set_base_attributes();
this.effects.forEach(effect => {
switch (effect.type) {
case effect_types.POWER:
case effect_types.RESIST:
case effect_types.ELEMENTAL_LEVEL:
case effect_types.ATTACK:
case effect_types.DEFENSE:
case effect_types.AGILITY:
case effect_types.LUCK:
case effect_types.TURNS:
effect.apply_effect();
break;
}
});
this.atk += this.buff_stats.atk;
this.def += this.buff_stats.def;
this.agi += this.buff_stats.agi;
this.luk += this.buff_stats.luk;
this.max_hp += this.buff_stats.max_hp;
this.max_pp += this.buff_stats.max_pp;
for (let i = 0; i < ordered_elements.length; ++i) {
const element = ordered_elements[i];
this.elemental_current[elemental_stats.POWER][element] +=
this.elemental_buff[elemental_stats.POWER][element];
this.elemental_current[elemental_stats.RESIST][element] +=
this.elemental_buff[elemental_stats.RESIST][element];
this.elemental_current[elemental_stats.POWER][element] = _.clamp(
this.elemental_current[elemental_stats.POWER][element],
numbers.ELEM_ATTR_MIN,
numbers.ELEM_ATTR_MAX
);
this.elemental_base[elemental_stats.RESIST][element] = _.clamp(
this.elemental_base[elemental_stats.RESIST][element],
numbers.ELEM_ATTR_MIN,
numbers.ELEM_ATTR_MAX
);
}
this.apply_turns_count_value();
}
}
export function get_enemy_instance(data: GoldenSun, enemy_data: any, suffix: string) {
return new Enemy(data, enemy_data, enemy_data.name + suffix);
}