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Delete src/utils.ts
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src/utils.ts
616
src/utils.ts
@ -1,616 +0,0 @@
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import { MoneyFormat } from "#enums/money-format";
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import { Moves } from "#enums/moves";
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import i18next from "i18next";
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import { pokerogueApi } from "#app/plugins/api/pokerogue-api";
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export type nil = null | undefined;
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export const MissingTextureKey = "__MISSING";
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export function toReadableString(str: string): string {
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return str
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.replace(/\_/g, " ")
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.split(" ")
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.map(s => `${s.slice(0, 1)}${s.slice(1).toLowerCase()}`)
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.join(" ");
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}
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export function randomString(length: number, seeded = false) {
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const characters = "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789";
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let result = "";
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for (let i = 0; i < length; i++) {
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const randomIndex = seeded ? randSeedInt(characters.length) : Math.floor(Math.random() * characters.length);
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result += characters[randomIndex];
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}
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return result;
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}
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export function shiftCharCodes(str: string, shiftCount: number) {
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if (!shiftCount) {
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shiftCount = 0;
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}
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let newStr = "";
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for (let i = 0; i < str.length; i++) {
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const charCode = str.charCodeAt(i);
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const newCharCode = charCode + shiftCount;
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newStr += String.fromCharCode(newCharCode);
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}
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return newStr;
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}
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export function randGauss(stdev: number, mean = 0): number {
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if (!stdev) {
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return 0;
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}
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const u = 1 - Math.random();
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const v = Math.random();
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const z = Math.sqrt(-2.0 * Math.log(u)) * Math.cos(2.0 * Math.PI * v);
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return z * stdev + mean;
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}
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export function randSeedGauss(stdev: number, mean = 0): number {
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if (!stdev) {
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return 0;
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}
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const u = 1 - Phaser.Math.RND.realInRange(0, 1);
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const v = Phaser.Math.RND.realInRange(0, 1);
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const z = Math.sqrt(-2.0 * Math.log(u)) * Math.cos(2.0 * Math.PI * v);
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return z * stdev + mean;
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}
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export function padInt(value: number, length: number, padWith?: string): string {
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if (!padWith) {
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padWith = "0";
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}
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let valueStr = value.toString();
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while (valueStr.length < length) {
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valueStr = `${padWith}${valueStr}`;
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}
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return valueStr;
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}
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/**
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* Returns a random integer between min and min + range
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* @param range The amount of possible numbers
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* @param min The starting number
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*/
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export function randInt(range: number, min = 0): number {
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if (range === 1) {
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return min;
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}
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return Math.floor(Math.random() * range) + min;
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}
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/**
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* Generates a random number using the global seed, or the current battle's seed if called via `Battle.randSeedInt`
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* @param range How large of a range of random numbers to choose from. If {@linkcode range} <= 1, returns {@linkcode min}
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* @param min The minimum integer to pick, default `0`
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* @returns A random integer between {@linkcode min} and ({@linkcode min} + {@linkcode range} - 1)
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*/
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export function randSeedInt(range: number, min = 0): number {
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if (range <= 1) {
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return min;
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}
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return Phaser.Math.RND.integerInRange(min, range - 1 + min);
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}
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/**
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* Returns a random integer between min and max (non-inclusive)
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* @param min The lowest number
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* @param max The highest number
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*/
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export function randIntRange(min: number, max: number): number {
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return randInt(max - min, min);
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}
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export function randItem<T>(items: T[]): T {
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return items.length === 1 ? items[0] : items[randInt(items.length)];
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}
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export function randSeedItem<T>(items: T[]): T {
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return items.length === 1 ? items[0] : Phaser.Math.RND.pick(items);
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}
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export function randSeedWeightedItem<T>(items: T[]): T {
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return items.length === 1 ? items[0] : Phaser.Math.RND.weightedPick(items);
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}
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/**
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* Shuffle a list using the seeded rng. Utilises the Fisher-Yates algorithm.
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* @param {Array} items An array of items.
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* @returns {Array} A new shuffled array of items.
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*/
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export function randSeedShuffle<T>(items: T[]): T[] {
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if (items.length <= 1) {
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return items;
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}
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const newArray = items.slice(0);
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for (let i = items.length - 1; i > 0; i--) {
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const j = Phaser.Math.RND.integerInRange(0, i);
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[newArray[i], newArray[j]] = [newArray[j], newArray[i]];
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}
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return newArray;
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}
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export function getFrameMs(frameCount: number): number {
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return Math.floor((1 / 60) * 1000 * frameCount);
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}
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export function getCurrentTime(): number {
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const date = new Date();
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return ((date.getHours() * 60 + date.getMinutes()) / 1440 + 0.675) % 1;
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}
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const secondsInHour = 3600;
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export function getPlayTimeString(totalSeconds: number): string {
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const days = `${Math.floor(totalSeconds / (secondsInHour * 24))}`;
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const hours = `${Math.floor((totalSeconds % (secondsInHour * 24)) / secondsInHour)}`;
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const minutes = `${Math.floor((totalSeconds % secondsInHour) / 60)}`;
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const seconds = `${Math.floor(totalSeconds % 60)}`;
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return `${days.padStart(2, "0")}:${hours.padStart(2, "0")}:${minutes.padStart(2, "0")}:${seconds.padStart(2, "0")}`;
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}
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/**
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* Generates IVs from a given {@linkcode id} by extracting 5 bits at a time
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* starting from the least significant bit up to the 30th most significant bit.
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* @param id 32-bit number
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* @returns An array of six numbers corresponding to 5-bit chunks from {@linkcode id}
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*/
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export function getIvsFromId(id: number): number[] {
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return [
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(id & 0x3e000000) >>> 25,
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(id & 0x01f00000) >>> 20,
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(id & 0x000f8000) >>> 15,
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(id & 0x00007c00) >>> 10,
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(id & 0x000003e0) >>> 5,
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id & 0x0000001f,
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];
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}
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export function formatLargeNumber(count: number, threshold: number): string {
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if (count < threshold) {
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return count.toString();
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}
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const ret = count.toString();
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let suffix = "";
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switch (Math.ceil(ret.length / 3) - 1) {
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case 1:
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suffix = "K";
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break;
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case 2:
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suffix = "M";
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break;
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case 3:
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suffix = "B";
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break;
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case 4:
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suffix = "T";
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break;
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case 5:
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suffix = "q";
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break;
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default:
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return "?";
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}
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const digits = ((ret.length + 2) % 3) + 1;
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let decimalNumber = ret.slice(digits, digits + 2);
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while (decimalNumber.endsWith("0")) {
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decimalNumber = decimalNumber.slice(0, -1);
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}
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return `${ret.slice(0, digits)}${decimalNumber ? `.${decimalNumber}` : ""}${suffix}`;
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}
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// Abbreviations from 10^0 to 10^33
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const AbbreviationsLargeNumber: string[] = ["", "K", "M", "B", "t", "q", "Q", "s", "S", "o", "n", "d"];
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export function formatFancyLargeNumber(number: number, rounded = 3): string {
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let exponent: number;
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if (number < 1000) {
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exponent = 0;
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} else {
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const maxExp = AbbreviationsLargeNumber.length - 1;
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exponent = Math.floor(Math.log(number) / Math.log(1000));
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exponent = Math.min(exponent, maxExp);
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number /= Math.pow(1000, exponent);
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}
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return `${(exponent === 0) || number % 1 === 0 ? number : number.toFixed(rounded)}${AbbreviationsLargeNumber[exponent]}`;
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}
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export function formatMoney(format: MoneyFormat, amount: number) {
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if (format === MoneyFormat.ABBREVIATED) {
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return formatFancyLargeNumber(amount);
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}
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return amount.toLocaleString();
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}
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export function formatStat(stat: number, forHp = false): string {
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return formatLargeNumber(stat, forHp ? 100000 : 1000000);
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}
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export function getEnumKeys(enumType: any): string[] {
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return Object.values(enumType)
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.filter(v => Number.isNaN(Number.parseInt(v!.toString())))
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.map(v => v!.toString());
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}
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export function getEnumValues(enumType: any): number[] {
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return Object.values(enumType)
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.filter(v => !Number.isNaN(Number.parseInt(v!.toString())))
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.map(v => Number.parseInt(v!.toString()));
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}
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export function executeIf<T>(condition: boolean, promiseFunc: () => Promise<T>): Promise<T | null> {
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return condition ? promiseFunc() : new Promise<T | null>(resolve => resolve(null));
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}
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export const sessionIdKey = "pokerogue_sessionId";
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// Check if the current hostname is 'localhost' or an IP address, and ensure a port is specified
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export const isLocal =
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((window.location.hostname === "localhost" || /^[0-9]+\.[0-9]+\.[0-9]+\.[0-9]+$/.test(window.location.hostname)) &&
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window.location.port !== "") ||
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window.location.hostname === "";
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/**
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* @deprecated Refer to [pokerogue-api.ts](./plugins/api/pokerogue-api.ts) instead
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*/
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export const localServerUrl =
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import.meta.env.VITE_SERVER_URL ?? `http://${window.location.hostname}:${window.location.port + 1}`;
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/**
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* Set the server URL based on whether it's local or not
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*
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* @deprecated Refer to [pokerogue-api.ts](./plugins/api/pokerogue-api.ts) instead
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*/
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export const apiUrl = localServerUrl ?? "https://api.pokerogue.net";
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// used to disable api calls when isLocal is true and a server is not found
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export let isLocalServerConnected = true;
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export const isBeta = import.meta.env.MODE === "beta"; // this checks to see if the env mode is development. Technically this gives the same value for beta AND for dev envs
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export function setCookie(cName: string, cValue: string): void {
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const expiration = new Date();
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expiration.setTime(new Date().getTime() + 3600000 * 24 * 30 * 3 /*7*/);
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document.cookie = `${cName}=${cValue};Secure;SameSite=Strict;Domain=${window.location.hostname};Path=/;Expires=${expiration.toUTCString()}`;
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}
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export function removeCookie(cName: string): void {
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if (isBeta) {
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document.cookie = `${cName}=;Secure;SameSite=Strict;Domain=pokerogue.net;Path=/;Max-Age=-1`; // we need to remove the cookie from the main domain as well
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}
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document.cookie = `${cName}=;Secure;SameSite=Strict;Domain=${window.location.hostname};Path=/;Max-Age=-1`;
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document.cookie = `${cName}=;Secure;SameSite=Strict;Path=/;Max-Age=-1`; // legacy cookie without domain, for older cookies to prevent a login loop
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}
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export function getCookie(cName: string): string {
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// check if there are multiple cookies with the same name and delete them
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if (document.cookie.split(";").filter(c => c.includes(cName)).length > 1) {
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removeCookie(cName);
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return "";
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}
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const name = `${cName}=`;
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const ca = document.cookie.split(";");
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for (let i = 0; i < ca.length; i++) {
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let c = ca[i];
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while (c.charAt(0) === " ") {
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c = c.substring(1);
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}
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if (c.indexOf(name) === 0) {
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return c.substring(name.length, c.length);
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}
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}
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return "";
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}
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/**
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* When locally running the game, "pings" the local server
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* with a GET request to verify if a server is running,
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* sets isLocalServerConnected based on results
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*/
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export async function localPing() {
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if (isLocal) {
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const titleStats = await pokerogueApi.getGameTitleStats();
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isLocalServerConnected = !!titleStats;
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console.log("isLocalServerConnected:", isLocalServerConnected);
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}
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}
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/** Alias for the constructor of a class */
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export type Constructor<T> = new (...args: unknown[]) => T;
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export class BooleanHolder {
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public value: boolean;
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constructor(value: boolean) {
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this.value = value;
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}
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}
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export class NumberHolder {
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public value: number;
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constructor(value: number) {
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this.value = value;
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}
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}
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export class FixedInt {
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public readonly value: number;
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constructor(value: number) {
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this.value = value;
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}
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}
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export function fixedInt(value: number): number {
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return new FixedInt(value) as unknown as number;
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}
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/**
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* Formats a string to title case
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* @param unformattedText Text to be formatted
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* @returns the formatted string
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*/
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export function formatText(unformattedText: string): string {
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const text = unformattedText.split("_");
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for (let i = 0; i < text.length; i++) {
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text[i] = text[i].charAt(0).toUpperCase() + text[i].substring(1).toLowerCase();
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}
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return text.join(" ");
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}
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export function toCamelCaseString(unformattedText: string): string {
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if (!unformattedText) {
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return "";
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}
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return unformattedText
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.split(/[_ ]/)
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.filter(f => f)
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.map((f, i) => (i ? `${f[0].toUpperCase()}${f.slice(1).toLowerCase()}` : f.toLowerCase()))
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.join("");
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}
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export function rgbToHsv(r: number, g: number, b: number) {
|
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const v = Math.max(r, g, b);
|
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const c = v - Math.min(r, g, b);
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const h = c && (v === r ? (g - b) / c : v === g ? 2 + (b - r) / c : 4 + (r - g) / c);
|
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return [60 * (h < 0 ? h + 6 : h), v && c / v, v];
|
||||
}
|
||||
|
||||
/**
|
||||
* Compare color difference in RGB
|
||||
* @param {Array} rgb1 First RGB color in array
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* @param {Array} rgb2 Second RGB color in array
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*/
|
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export function deltaRgb(rgb1: number[], rgb2: number[]): number {
|
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const [r1, g1, b1] = rgb1;
|
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const [r2, g2, b2] = rgb2;
|
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const drp2 = Math.pow(r1 - r2, 2);
|
||||
const dgp2 = Math.pow(g1 - g2, 2);
|
||||
const dbp2 = Math.pow(b1 - b2, 2);
|
||||
const t = (r1 + r2) / 2;
|
||||
|
||||
return Math.ceil(Math.sqrt(2 * drp2 + 4 * dgp2 + 3 * dbp2 + (t * (drp2 - dbp2)) / 256));
|
||||
}
|
||||
|
||||
export function rgbHexToRgba(hex: string) {
|
||||
const color = hex.match(/^([\da-f]{2})([\da-f]{2})([\da-f]{2})$/i) ?? ["000000", "00", "00", "00"];
|
||||
return {
|
||||
r: Number.parseInt(color[1], 16),
|
||||
g: Number.parseInt(color[2], 16),
|
||||
b: Number.parseInt(color[3], 16),
|
||||
a: 255,
|
||||
};
|
||||
}
|
||||
|
||||
export function rgbaToInt(rgba: number[]): number {
|
||||
return (rgba[0] << 24) + (rgba[1] << 16) + (rgba[2] << 8) + rgba[3];
|
||||
}
|
||||
|
||||
/**
|
||||
* Provided valid HSV values, calculates and stitches together a string of that
|
||||
* HSV color's corresponding hex code.
|
||||
*
|
||||
* Sourced from {@link https://stackoverflow.com/a/44134328}.
|
||||
* @param h Hue in degrees, must be in a range of [0, 360]
|
||||
* @param s Saturation percentage, must be in a range of [0, 1]
|
||||
* @param l Ligthness percentage, must be in a range of [0, 1]
|
||||
* @returns a string of the corresponding color hex code with a "#" prefix
|
||||
*/
|
||||
export function hslToHex(h: number, s: number, l: number): string {
|
||||
const a = s * Math.min(l, 1 - l);
|
||||
const f = (n: number) => {
|
||||
const k = (n + h / 30) % 12;
|
||||
const rgb = l - a * Math.max(-1, Math.min(k - 3, 9 - k, 1));
|
||||
return Math.round(rgb * 255)
|
||||
.toString(16)
|
||||
.padStart(2, "0");
|
||||
};
|
||||
return `#${f(0)}${f(8)}${f(4)}`;
|
||||
}
|
||||
|
||||
/**
|
||||
* This function returns `true` if all localized images used by the game have been added for the given language.
|
||||
*
|
||||
* If the lang is not in the function, it usually means that lang is going to use the default english version
|
||||
*
|
||||
* English itself counts as not available
|
||||
*/
|
||||
export function hasAllLocalizedSprites(lang?: string): boolean {
|
||||
// IMPORTANT - ONLY ADD YOUR LANG HERE IF YOU'VE ALREADY ADDED ALL THE NECESSARY IMAGES
|
||||
if (!lang) {
|
||||
lang = i18next.resolvedLanguage;
|
||||
}
|
||||
|
||||
switch (lang) {
|
||||
case "es-ES":
|
||||
case "es-MX":
|
||||
case "fr":
|
||||
case "da":
|
||||
case "de":
|
||||
case "it":
|
||||
case "zh-CN":
|
||||
case "zh-TW":
|
||||
case "pt-BR":
|
||||
case "ko":
|
||||
case "ja":
|
||||
case "ca-ES":
|
||||
return true;
|
||||
default:
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Prints the type and name of all game objects in a container for debugging purposes
|
||||
* @param container container with game objects inside it
|
||||
*/
|
||||
export function printContainerList(container: Phaser.GameObjects.Container): void {
|
||||
console.log(
|
||||
container.list.map(go => {
|
||||
return { type: go.type, name: go.name };
|
||||
}),
|
||||
);
|
||||
}
|
||||
|
||||
/**
|
||||
* Truncate a string to a specified maximum length and add an ellipsis if it exceeds that length.
|
||||
*
|
||||
* @param str - The string to be truncated.
|
||||
* @param maxLength - The maximum length of the truncated string, defaults to 10.
|
||||
* @returns The truncated string with an ellipsis if it was longer than maxLength.
|
||||
*/
|
||||
export function truncateString(str: string, maxLength = 10) {
|
||||
// Check if the string length exceeds the maximum length
|
||||
if (str.length > maxLength) {
|
||||
// Truncate the string and add an ellipsis
|
||||
return str.slice(0, maxLength - 3) + "..."; // Subtract 3 to accommodate the ellipsis
|
||||
}
|
||||
// Return the original string if it does not exceed the maximum length
|
||||
return str;
|
||||
}
|
||||
|
||||
/**
|
||||
* Perform a deep copy of an object.
|
||||
*
|
||||
* @param values - The object to be deep copied.
|
||||
* @returns A new object that is a deep copy of the input.
|
||||
*/
|
||||
export function deepCopy(values: object): object {
|
||||
// Convert the object to a JSON string and parse it back to an object to perform a deep copy
|
||||
return JSON.parse(JSON.stringify(values));
|
||||
}
|
||||
|
||||
/**
|
||||
* Convert a space-separated string into a capitalized and underscored string.
|
||||
*
|
||||
* @param input - The string to be converted.
|
||||
* @returns The converted string with words capitalized and separated by underscores.
|
||||
*/
|
||||
export function reverseValueToKeySetting(input) {
|
||||
// Split the input string into an array of words
|
||||
const words = input.split(" ");
|
||||
// Capitalize the first letter of each word and convert the rest to lowercase
|
||||
const capitalizedWords = words.map(word => word.charAt(0).toUpperCase() + word.slice(1).toLowerCase());
|
||||
// Join the capitalized words with underscores and return the result
|
||||
return capitalizedWords.join("_");
|
||||
}
|
||||
|
||||
/**
|
||||
* Capitalize a string.
|
||||
*
|
||||
* @param str - The string to be capitalized.
|
||||
* @param sep - The separator between the words of the string.
|
||||
* @param lowerFirstChar - Whether the first character of the string should be lowercase or not.
|
||||
* @param returnWithSpaces - Whether the returned string should have spaces between the words or not.
|
||||
* @returns The capitalized string.
|
||||
*/
|
||||
export function capitalizeString(str: string, sep: string, lowerFirstChar = true, returnWithSpaces = false) {
|
||||
if (str) {
|
||||
const splitedStr = str.toLowerCase().split(sep);
|
||||
|
||||
for (let i = +lowerFirstChar; i < splitedStr?.length; i++) {
|
||||
splitedStr[i] = splitedStr[i].charAt(0).toUpperCase() + splitedStr[i].substring(1);
|
||||
}
|
||||
|
||||
return returnWithSpaces ? splitedStr.join(" ") : splitedStr.join("");
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
export function isNullOrUndefined(object: any): object is undefined | null {
|
||||
return null === object || undefined === object;
|
||||
}
|
||||
|
||||
/**
|
||||
* Capitalizes the first letter of a string
|
||||
*/
|
||||
export function capitalizeFirstLetter(str: string) {
|
||||
return str.charAt(0).toUpperCase() + str.slice(1);
|
||||
}
|
||||
|
||||
/**
|
||||
* This function is used in the context of a Pokémon battle game to calculate the actual integer damage value from a float result.
|
||||
* Many damage calculation formulas involve various parameters and result in float values.
|
||||
* The actual damage applied to a Pokémon's HP must be an integer.
|
||||
* This function helps in ensuring that by flooring the float value and enforcing a minimum damage value.
|
||||
*
|
||||
* @param value - The float value to convert.
|
||||
* @param minValue - The minimum integer value to return. Defaults to 1.
|
||||
* @returns The converted value as an integer.
|
||||
*/
|
||||
export function toDmgValue(value: number, minValue = 1) {
|
||||
return Math.max(Math.floor(value), minValue);
|
||||
}
|
||||
|
||||
/**
|
||||
* Helper method to localize a sprite key (e.g. for types)
|
||||
* @param baseKey the base key of the sprite (e.g. `type`)
|
||||
* @returns the localized sprite key
|
||||
*/
|
||||
export function getLocalizedSpriteKey(baseKey: string) {
|
||||
return `${baseKey}${hasAllLocalizedSprites(i18next.resolvedLanguage) ? `_${i18next.resolvedLanguage}` : ""}`;
|
||||
}
|
||||
|
||||
/**
|
||||
* Check if a number is **inclusive** between two numbers
|
||||
* @param num the number to check
|
||||
* @param min the minimum value (included)
|
||||
* @param max the maximum value (included)
|
||||
* @returns `true` if number is **inclusive** between min and max
|
||||
*/
|
||||
export function isBetween(num: number, min: number, max: number): boolean {
|
||||
return num >= min && num <= max;
|
||||
}
|
||||
|
||||
/**
|
||||
* Helper method to return the animation filename for a given move
|
||||
*
|
||||
* @param move the move for which the animation filename is needed
|
||||
*/
|
||||
export function animationFileName(move: Moves): string {
|
||||
return Moves[move].toLowerCase().replace(/\_/g, "-");
|
||||
}
|
||||
|
||||
/**
|
||||
* Transforms a camelCase string into a kebab-case string
|
||||
* @param str The camelCase string
|
||||
* @returns A kebab-case string
|
||||
*
|
||||
* @source {@link https://stackoverflow.com/a/67243723/}
|
||||
*/
|
||||
export function camelCaseToKebabCase(str: string): string {
|
||||
return str.replace(/[A-Z]+(?![a-z])|[A-Z]/g, (s, o) => (o ? "-" : "") + s.toLowerCase());
|
||||
}
|
Loading…
Reference in New Issue
Block a user