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// We need units to compare and some stats and status to check. | |
// I will skill the imported 'Effect' and 'RaceName' types here | |
type UnitBase = { | |
hp: { | |
current: number; | |
max: number; | |
}; | |
status: Effect[]; | |
}; | |
export type Unit = UnitBase & { | |
name: string; | |
id: string; | |
race: RaceName; | |
}; | |
// possible selections for targeets and derived types | |
const targets = [ | |
"self", | |
"currentAlly", | |
"currentEnemy", | |
"leader", | |
"leaderCurrentEnemy", | |
"leaderCurrentAlly" | |
] as const | |
type Target = typeof targets[number]; | |
const conditionTargets = [ | |
...targets, | |
"ally", | |
"enemy", | |
] as const | |
type ConditionTarget = typeof conditionTargets[number]; | |
/* | |
* skipped a few more types here including a selection of | |
* valid absolute numbers and percentage values as well as | |
* our previously used Effect type | |
*/ | |
// comparison operators for numerical values like hitpoints | |
const comparisonOperators = ["lt", "lte", "eq", "gte", "gt"] as const | |
type ComparisonOperator = typeof comparisonOperators[number]; | |
type PercentageComparison = [ComparisonOperator, Percentage]; | |
type AbsoluteComparison = [ComparisonOperator, AbsoluteValue]; | |
type StatusComparison = [boolean, Effect]; | |
// last thing to do here is a simple mapping of valid combinations | |
type TargetComparison = | |
| ["hp", AbsoluteComparison] | |
| ["hp%", PercentageComparison] | |
| ["mp", AbsoluteComparison] | |
| ["mp%", PercentageComparison] | |
| ["status", StatusComparison] | |
type TriggerCondition = [ConditionTarget, TargetComparison]; | |
type Gambit = { | |
target: ConditionTarget; | |
comparison: TargetComparison; | |
action: Spell | Skill | Item; | |
} |
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