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Add effects/attributes to all game entities #68
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shawncplus
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Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,54 @@ | ||
'use strict'; | ||
|
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const Damage = require('./Damage'); | ||
const Room = require('./Room'); | ||
const Character = require('./Character'); | ||
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/** | ||
* Damage class used for applying damage to multiple entities in a room. By | ||
* default it will target all npcs in the room. To customize this behavior you | ||
* can extend this class and override the `getValidTargets` method | ||
*/ | ||
class AreaOfEffectDamage extends Damage | ||
{ | ||
/** | ||
* @param {Room|Character} target | ||
* @throws RangeError | ||
* @fires Room#areaDamage | ||
*/ | ||
commit(room) { | ||
if (!(room instanceof Room)) { | ||
if (!(room instanceof Character)) { | ||
throw new RangeError('AreaOfEffectDamage commit target must be an instance of Room or Character'); | ||
} | ||
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super.commit(room); | ||
return; | ||
} | ||
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const targets = this.getValidTargets(room); | ||
for (const target of targets) { | ||
super.commit(target); | ||
} | ||
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/** | ||
* @event Room#areaDamage | ||
* @param {Damage} damage | ||
* @param {Array<Character>} targets | ||
*/ | ||
room.emit('areaDamage', this, targets); | ||
} | ||
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/** | ||
* Override this method to customize valid targets such as | ||
* only targeting hostile npcs, or only targeting players, etc. | ||
* @param {Room} room | ||
* @return {Array<Character>} | ||
*/ | ||
getValidTargets(room) { | ||
const targets = [...room.npcs]; | ||
return targets.filter(t => t.hasAttribute(this.attribute)); | ||
} | ||
} | ||
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module.exports = AreaOfEffectDamage; |
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Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,55 @@ | ||
'use strict'; | ||
|
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const Heal = require('./Heal'); | ||
const Room = require('./Room'); | ||
const Character = require('./Character'); | ||
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/** | ||
* Heal class used for applying healing to multiple entities in a room. By | ||
* default it will target all players in the room. To customize this behavior you | ||
* can extend this class and override the `getValidTargets` method | ||
*/ | ||
class AreaOfEffectHeal extends Heal | ||
{ | ||
/** | ||
* @param {Room|Character} target | ||
* @throws RangeError | ||
* @fires Room#areaHeal | ||
*/ | ||
commit(room) { | ||
if (!(room instanceof Room)) { | ||
if (!(room instanceof Character)) { | ||
throw new RangeError('AreaOfEffectHeal commit target must be an instance of Room or Character'); | ||
} | ||
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super.commit(room); | ||
return; | ||
} | ||
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const targets = this.getValidTargets(room); | ||
for (const target of targets) { | ||
super.commit(target); | ||
} | ||
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/** | ||
* @event Room#areaHeal | ||
* @param {Heal} heal | ||
* @param {Array<Character>} targets | ||
*/ | ||
room.emit('areaHeal', this, targets); | ||
} | ||
|
||
/** | ||
* Override this method to customize valid targets such as | ||
* only targeting hostile npcs, or only targeting players, etc. | ||
* @param {Room} room | ||
* @return {Array<Character>} | ||
*/ | ||
getValidTargets(room) { | ||
const targets = [...room.players]; | ||
return targets.filter(t => t.hasAttribute(this.attribute)); | ||
} | ||
} | ||
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module.exports = AreaOfEffectHeal; |
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This beats the hacky code I put into Myelin to make AoE possible