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Merge branch 'character' into dev
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2
types/canvas.d.ts
vendored
2
types/canvas.d.ts
vendored
@@ -7,7 +7,7 @@ export type CanvasColor = {
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class?: string;
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} & {
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hex?: string;
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}
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};
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export interface CanvasNode {
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type: 'group' | 'text';
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id: string;
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175
types/character.d.ts
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Normal file
175
types/character.d.ts
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@@ -0,0 +1,175 @@
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import type { MAIN_STATS, ABILITIES, LEVELS, TRAINING_LEVELS, SPELL_TYPES, CATEGORIES, SPELL_ELEMENTS } from "#shared/character.util";
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export type MainStat = typeof MAIN_STATS[number];
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export type Ability = typeof ABILITIES[number];
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export type Level = typeof LEVELS[number];
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export type TrainingLevel = typeof TRAINING_LEVELS[number];
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export type SpellType = typeof SPELL_TYPES[number];
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export type Category = typeof CATEGORIES[number];
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export type SpellElement = typeof SPELL_ELEMENTS[number];
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export type DoubleIndex<T extends number | string> = [T, number];
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export type Character = {
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id: number;
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name: string;
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people?: number;
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level: number;
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aspect?: number;
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notes?: string | null;
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health: number;
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mana: number;
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training: Record<MainStat, DoubleIndex<TrainingLevel>[]>;
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leveling: DoubleIndex<Level>[];
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abilities: Partial<Record<Ability, [number, number]>>; //First is the ability, second is the max increment
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spells: string[]; //Spell ID
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modifiers: Partial<Record<MainStat, number>>;
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choices: Record<string, number[]>;
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owner: number;
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username?: string;
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visibility: "private" | "public";
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};
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export type CharacterValues = {
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health: number;
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mana: number;
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};
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export type CharacterConfig = {
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peoples: Race[],
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training: Record<MainStat, Record<TrainingLevel, TrainingOption[]>>;
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abilities: Record<Ability, AbilityConfig>;
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spells: SpellConfig[];
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};
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export type SpellConfig = {
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id: string;
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name: string;
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rank: 1 | 2 | 3 | 4;
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type: SpellType;
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cost: number;
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speed: "action" | "reaction" | number;
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elements: Array<SpellElement>;
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effect: string;
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tags?: string[];
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};
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export type AbilityConfig = {
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max: [MainStat, MainStat];
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name: string;
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description: string;
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};
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export type Race = {
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name: string;
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description: string;
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options: Record<Level, Feature[]>;
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};
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export type FeatureEffect = {
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category: "value";
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operation: "add" | "set";
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property: string;
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value: number | `modifier/${MainStat}`;
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} | {
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category: "feature";
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kind: "action" | "reaction" | "freeaction" | "passive";
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text: string;
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} | {
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category: "list";
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list: "spells";
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action: "add" | "remove";
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item: string;
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};
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export type FeatureItem = FeatureEffect | {
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category: "choice";
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id: string;
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settings?: { //If undefined, amount is 1 by default
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amount: number;
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exclusive: boolean; //Disallow to pick the same option twice
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};
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options: FeatureEffect[];
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}
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export type Feature = {
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name?: string;
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description: string;
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effect: FeatureItem[];
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};
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export type TrainingOption = {
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description: Array<{
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text: string;
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disposable?: boolean;
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replaced?: boolean;
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category?: Category;
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}>;
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//Automatically calculated by compiler
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mana?: number;
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health?: number;
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speed?: false | number;
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initiative?: number;
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mastery?: keyof CompiledCharacter["mastery"];
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spellrank?: SpellType;
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defense?: Array<keyof CompiledCharacter["defense"]>;
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resistance?: Record<MainStat, number>;
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bonus?: Record<string, number>;
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spell?: string;
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//Used during character creation, not used by compiler
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modifier?: number;
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ability?: number;
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spec?: number;
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spellslot?: number | MainStat;
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arts?: number | MainStat;
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features?: FeatureItem[]; //TODO
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};
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export type CompiledCharacter = {
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id: number;
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owner?: number;
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username?: string;
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name: string;
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health: number;
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mana: number;
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race: number;
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spellslots: number;
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artslots: number;
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spellranks: Record<SpellType, 0 | 1 | 2 | 3>;
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aspect: string;
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speed: number | false;
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initiative: number;
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spells: string[];
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values: CharacterValues,
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defense: {
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hardcap: number;
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static: number;
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activeparry: number;
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activedodge: number;
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passiveparry: number;
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passivedodge: number;
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};
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mastery: {
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strength: number;
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dexterity: number;
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shield: number;
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armor: number;
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multiattack: number;
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magicpower: number;
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magicspeed: number;
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magicelement: number;
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magicinstinct: number;
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};
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bonus: Record<string, number>; //Any special bonus goes here
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resistance: Record<string, number>;
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modifier: Record<MainStat, number>;
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abilities: Partial<Record<Ability, number>>;
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level: number;
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features: { [K in Extract<FeatureEffect, { category: "feature" }>["kind"]]: string[] };
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notes: string;
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};
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