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* @module Engine.Models.Character
* Character representations
* @preferred
*/
import { Buff, Classes, Grade, Plan, RaceId } from '@models';
import { Coord } from '../Maps';
import { Genre } from './Genre';
export enum CharacterStates {
Hp = 'hp',
RegenHp = 'regenHp',
Speed = 'speed',
RegenSpeed = 'regenSpeed',
Dexterity = 'dexterity',
Strength = 'strength',
Insight = 'insight',
Agility = 'agility',
RegenAgility = 'regenAgility',
Magic = 'magic',
}
export interface Character {
mat: number;
name: string;
grade: Grade;
classes: Classes;
motd: string;
minutes: number | null;
race: RaceId;
genre: Genre;
owner: number;
/**
* maxState = race state + grade state + character leveling
* state = max state with bonus / malus
*/
//#region HP
hp; // calculated
currentHp;
maxHp; // calculated
levelHp;
modifHp; // calculated
bonusHp; // calculated
malusHp; // calculated
//#endregion
//#region Regen HP
regenHp; // calculated
maxRegenHp; // calculated
levelRegenHp;
modifRegenHp; // calculated
bonusRegenHp; // calculated
malusRegenHp; // calculated
//#endregion
//#region speed
speed; // calculated
currentSpeed;
maxSpeed; // calculated
levelSpeed;
modifSpeed; // calculated
bonusSpeed; // calculated
malusSpeed; // calculated
//#endregion
//#region Regen speed
regenSpeed; // calculated
maxRegenSpeed; // calculated
levelRegenSpeed;
modifRegenSpeed; // calculated
bonusRegenSpeed; // calculated
malusRegenSpeed; // calculated
//#endregion
//#region dexterity
currentDexterity; // calculated
dexterity; // calculated
levelDexterity;
modifDexterity; // calculated
bonusDexterity; // calculated
malusDexterity; // calculated
//#endregion
//#region strength
currentStrength; // calculated
strength; // calculated
levelStrength;
modifStrength; // calculated
bonusStrength; // calculated
malusStrength; // calculated
//#endregion
//#region insight
currentInsight; // calculated
insight; // calculated
levelInsight;
modifInsight; // calculated
bonusInsight; // calculated
malusInsight; // calculated
//#endregion
//#region agility
agility; // calculated
currentAgility;
maxAgility; // calculated
levelAgility;
modifAgility; // calculated
bonusAgility; // calculated
malusAgility; // calculated
//#endregion
//#region Regen agility
regenAgility; // calculated
maxRegenAgility; // calculated
levelRegenAgility;
modifRegenAgility; // calculated
bonusRegenAgility; // calculated
malusRegenAgility; // calculated
//#endregion
//#region magic
currentMagic; // calculated
magic; // calculated
levelMagic;
modifMagic; // calculated
bonusMagic; // calculated
malusMagic; // calculated
//#endregion
posture: CharacterPosture;
xp; // experience point
ep; // enhancement point
buffs: Buff[];
position?: {
plan: Plan;
coord: Coord;
};
}
interface CharacterFrontendExclude {
position;
modifHp;
modifRegenHp;
modifSpeed;
modifRegenSpeed;
modifDexterity;
modifStrength;
modifInsight;
modifAgility;
modifRegenAgility;
modifMagic;
bonusHp;
bonusRegenHp;
bonusSpeed;
bonusRegenSpeed;
bonusDexterity;
bonusStrength;
bonusInsight;
bonusAgility;
bonusRegenAgility;
bonusMagic;
malusHp;
malusRegenHp;
malusSpeed;
malusRegenSpeed;
malusDexterity;
malusStrength;
malusInsight;
malusAgility;
malusRegenAgility;
malusMagic;
}
interface CharacterFrontendPick {
mat;
name;
grade;
race;
genre;
xp;
}
export type CharacterFrontend = Omit<Character, keyof CharacterFrontendExclude> & {
coord?: {
x: number;
y: number,
plan: string,
};
};
export type CharacterLimitedFrontend = Pick<CharacterFrontend, keyof CharacterFrontendPick>;
interface CharacterDatabasePick {
mat;
name;
race;
grade;
classes;
motd;
minutes;
owner;
posture;
xp;
ep;
buffs;
currentHp;
levelHp;
levelRegenHp;
currentSpeed;
levelSpeed;
levelRegenSpeed;
levelDexterity;
levelStrength;
levelInsight;
currentAgility;
levelAgility;
levelRegenAgility;
levelMagic;
}
export type CharacterDatabase = Pick<Character, keyof CharacterDatabasePick> & {
genre: number;
maps: string;
};
export enum CharacterPosture {
Default,
Attack,
Defence,
Channeling,
}
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