Resolving conflict

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EmoUsedHM01 2024-05-07 11:31:55 +01:00 committed by GitHub
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import * as Utils from "../utils";
import * as Utils from "../utils";
export enum StatusEffect {
NONE,
POISON,
TOXIC,
PARALYSIS,
SLEEP,
FREEZE,
BURN,
FAINT
}
export enum StatusEffect {
NONE,
POISON,
TOXIC,
PARALYSIS,
SLEEP,
FREEZE,
BURN,
FAINT
}
export class Status {
public effect: StatusEffect;
public turnCount: integer;
public cureTurn: integer;
export class Status {
public effect: StatusEffect;
public turnCount: integer;
public cureTurn: integer;
constructor(effect: StatusEffect, turnCount: integer = 0, cureTurn?: integer) {
this.effect = effect;
this.turnCount = turnCount === undefined ? 0 : turnCount;
this.cureTurn = cureTurn;
}
constructor(effect: StatusEffect, turnCount: integer = 0, cureTurn?: integer) {
this.effect = effect;
this.turnCount = turnCount === undefined ? 0 : turnCount;
this.cureTurn = cureTurn;
}
incrementTurn(): void {
this.turnCount++;
}
incrementTurn(): void {
this.turnCount++;
}
isPostTurn(): boolean {
return this.effect === StatusEffect.POISON || this.effect === StatusEffect.TOXIC || this.effect === StatusEffect.BURN;
}
}
isPostTurn(): boolean {
return this.effect === StatusEffect.POISON || this.effect === StatusEffect.TOXIC || this.effect === StatusEffect.BURN;
}
}
export function getStatusEffectObtainText(statusEffect: StatusEffect, sourceText?: string): string {
const sourceClause = sourceText ? ` ${statusEffect !== StatusEffect.SLEEP ? 'by' : 'from'} ${sourceText}` : '';
switch (statusEffect) {
case StatusEffect.POISON:
return `\nwas poisoned${sourceClause}!`;
case StatusEffect.TOXIC:
return `\nwas badly poisoned${sourceClause}!`;
case StatusEffect.PARALYSIS:
return ` was paralyzed${sourceClause}!\nIt may be unable to move!`;
case StatusEffect.SLEEP:
return `\nfell asleep${sourceClause}!`;
case StatusEffect.FREEZE:
return `\nwas frozen solid${sourceClause}!`;
case StatusEffect.BURN:
return `\nwas burned${sourceClause}!`;
}
export function getStatusEffectObtainText(statusEffect: StatusEffect, sourceText?: string): string {
const sourceClause = sourceText ? ` ${statusEffect !== StatusEffect.SLEEP ? 'by' : 'from'} ${sourceText}` : '';
switch (statusEffect) {
case StatusEffect.POISON:
return `\nwas poisoned${sourceClause}!`;
case StatusEffect.TOXIC:
return `\nwas badly poisoned${sourceClause}!`;
case StatusEffect.PARALYSIS:
return ` was paralyzed${sourceClause}!\nIt may be unable to move!`;
case StatusEffect.SLEEP:
return `\nfell asleep${sourceClause}!`;
case StatusEffect.FREEZE:
return `\nwas frozen solid${sourceClause}!`;
case StatusEffect.BURN:
return `\nwas burned${sourceClause}!`;
}
return '';
}
return '';
}
export function getStatusEffectActivationText(statusEffect: StatusEffect): string {
switch (statusEffect) {
case StatusEffect.POISON:
case StatusEffect.TOXIC:
return ' is hurt\nby poison!';
case StatusEffect.PARALYSIS:
return ' is paralyzed!\nIt can\'t move!';
case StatusEffect.SLEEP:
return ' is fast asleep.';
case StatusEffect.FREEZE:
return ' is\nfrozen solid!';
case StatusEffect.BURN:
return ' is hurt\nby its burn!';
}
export function getStatusEffectActivationText(statusEffect: StatusEffect): string {
switch (statusEffect) {
case StatusEffect.POISON:
case StatusEffect.TOXIC:
return ' is hurt\nby poison!';
case StatusEffect.PARALYSIS:
return ' is paralyzed!\nIt can\'t move!';
case StatusEffect.SLEEP:
return ' is fast asleep.';
case StatusEffect.FREEZE:
return ' is\nfrozen solid!';
case StatusEffect.BURN:
return ' is hurt\nby its burn!';
}
return '';
}
return '';
}
export function getStatusEffectOverlapText(statusEffect: StatusEffect): string {
switch (statusEffect) {
case StatusEffect.POISON:
case StatusEffect.TOXIC:
return ' is\nalready poisoned!';
case StatusEffect.PARALYSIS:
return ' is\nalready paralyzed!';
case StatusEffect.SLEEP:
return ' is\nalready asleep!';
case StatusEffect.FREEZE:
return ' is\nalready frozen!';
case StatusEffect.BURN:
return ' is\nalready burned!';
}
export function getStatusEffectOverlapText(statusEffect: StatusEffect): string {
switch (statusEffect) {
case StatusEffect.POISON:
case StatusEffect.TOXIC:
return ' is\nalready poisoned!';
case StatusEffect.PARALYSIS:
return ' is\nalready paralyzed!';
case StatusEffect.SLEEP:
return ' is\nalready asleep!';
case StatusEffect.FREEZE:
return ' is\nalready frozen!';
case StatusEffect.BURN:
return ' is\nalready burned!';
}
return '';
}
return '';
}
export function getStatusEffectHealText(statusEffect: StatusEffect): string {
switch (statusEffect) {
case StatusEffect.POISON:
case StatusEffect.TOXIC:
return ' was\ncured of its poison!';
case StatusEffect.PARALYSIS:
return ' was\nhealed of paralysis!';
case StatusEffect.SLEEP:
return ' woke up!';
case StatusEffect.FREEZE:
return ' was\ndefrosted!';
case StatusEffect.BURN:
return ' was\nhealed of its burn!';
}
export function getStatusEffectHealText(statusEffect: StatusEffect): string {
switch (statusEffect) {
case StatusEffect.POISON:
case StatusEffect.TOXIC:
return ' was\ncured of its poison!';
case StatusEffect.PARALYSIS:
return ' was\nhealed of paralysis!';
case StatusEffect.SLEEP:
return ' woke up!';
case StatusEffect.FREEZE:
return ' was\ndefrosted!';
case StatusEffect.BURN:
return ' was\nhealed of its burn!';
}
return '';
}
return '';
}
export function getStatusEffectDescriptor(statusEffect: StatusEffect): string {
switch (statusEffect) {
case StatusEffect.POISON:
case StatusEffect.TOXIC:
return 'poisoning';
case StatusEffect.PARALYSIS:
return 'paralysis';
case StatusEffect.SLEEP:
return 'sleep';
case StatusEffect.FREEZE:
return 'freezing';
case StatusEffect.BURN:
return 'burn';
}
}
export function getStatusEffectDescriptor(statusEffect: StatusEffect): string {
switch (statusEffect) {
case StatusEffect.POISON:
case StatusEffect.TOXIC:
return 'poisoning';
case StatusEffect.PARALYSIS:
return 'paralysis';
case StatusEffect.SLEEP:
return 'sleep';
case StatusEffect.FREEZE:
return 'freezing';
case StatusEffect.BURN:
return 'burn';
}
}
export function getStatusEffectCatchRateMultiplier(statusEffect: StatusEffect): number {
switch (statusEffect) {
case StatusEffect.POISON:
case StatusEffect.TOXIC:
case StatusEffect.PARALYSIS:
case StatusEffect.BURN:
return 1.5;
case StatusEffect.SLEEP:
case StatusEffect.FREEZE:
return 2.5;
}
export function getStatusEffectCatchRateMultiplier(statusEffect: StatusEffect): number {
switch (statusEffect) {
case StatusEffect.POISON:
case StatusEffect.TOXIC:
case StatusEffect.PARALYSIS:
case StatusEffect.BURN:
return 1.5;
case StatusEffect.SLEEP:
case StatusEffect.FREEZE:
return 2.5;
}
return 1;
}
return 1;
}
/**
* Returns a random non-volatile StatusEffect
*/
export function generateRandomStatusEffect(): StatusEffect {
return Utils.randIntRange(1, 6);
}
/**
* Returns a random non-volatile StatusEffect between the two provided
* @param statusEffectA The first StatusEffect
* @param statusEffectA The second StatusEffect
*/
export function getRandomStatusEffect(statusEffectA: StatusEffect, statusEffectB: StatusEffect): StatusEffect {
if (statusEffectA === StatusEffect.NONE || statusEffectA === StatusEffect.FAINT) {
return statusEffectB;
}
if (statusEffectB === StatusEffect.NONE || statusEffectB === StatusEffect.FAINT) {
return statusEffectA;
}
return Utils.randIntRange(0, 2) ? statusEffectA : statusEffectB;
}
/**
* Returns a random non-volatile StatusEffect between the two provided
* @param statusA The first Status
* @param statusB The second Status
*/
export function getRandomStatus(statusA: Status, statusB: Status): Status {
if (statusA === undefined || statusA.effect === StatusEffect.NONE || statusA.effect === StatusEffect.FAINT) {
return statusB;
}
if (statusB === undefined || statusB.effect === StatusEffect.NONE || statusB.effect === StatusEffect.FAINT) {
return statusA;
}
return Utils.randIntRange(0, 2) ? statusA : statusB;
}