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Add effects/attributes to all game entities #68

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2 changes: 1 addition & 1 deletion src/Area.js
Original file line number Diff line number Diff line change
Expand Up @@ -23,7 +23,7 @@ const AreaFloor = require('./AreaFloor');
*/
class Area extends GameEntity {
constructor(bundle, name, manifest) {
super();
super(manifest);
this.bundle = bundle;
this.name = name;
this.title = manifest.title;
Expand Down
54 changes: 54 additions & 0 deletions src/AreaOfEffectDamage.js
Original file line number Diff line number Diff line change
@@ -0,0 +1,54 @@
'use strict';

const Damage = require('./Damage');
const Room = require('./Room');
const Character = require('./Character');

/**
* 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
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This beats the hacky code I put into Myelin to make AoE possible

{
/**
* @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');
}

super.commit(room);
return;
}

const targets = this.getValidTargets(room);
for (const target of targets) {
super.commit(target);
}

/**
* @event Room#areaDamage
* @param {Damage} damage
* @param {Array<Character>} targets
*/
room.emit('areaDamage', 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.npcs];
return targets.filter(t => t.hasAttribute(this.attribute));
}
}

module.exports = AreaOfEffectDamage;
55 changes: 55 additions & 0 deletions src/AreaOfEffectHeal.js
Original file line number Diff line number Diff line change
@@ -0,0 +1,55 @@
'use strict';

const Heal = require('./Heal');
const Room = require('./Room');
const Character = require('./Character');

/**
* 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');
}

super.commit(room);
return;
}

const targets = this.getValidTargets(room);
for (const target of targets) {
super.commit(target);
}


/**
* @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));
}
}

module.exports = AreaOfEffectHeal;
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