pokerogue/src/status-effect.ts

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import * as Utils from "./utils";
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export enum StatusEffect {
NONE,
POISON,
TOXIC,
PARALYSIS,
SLEEP,
FREEZE,
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BURN,
FAINT
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}
export class Status {
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public effect: StatusEffect;
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public turnCount: integer;
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public cureTurn: integer;
constructor(effect: StatusEffect) {
this.effect = effect;
this.turnCount = 0;
if (effect === StatusEffect.SLEEP)
this.cureTurn = Utils.randInt(3, 1);
}
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incrementTurn(): void {
this.turnCount++;
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}
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isPostTurn(): boolean {
return this.effect === StatusEffect.POISON || this.effect === StatusEffect.TOXIC || this.effect === StatusEffect.BURN;
}
}
export function getStatusEffectObtainText(statusEffect: StatusEffect): string {
switch (statusEffect) {
case StatusEffect.POISON:
return '\nwas poisoned!';
case StatusEffect.TOXIC:
return '\nwas badly poisoned!';
case StatusEffect.PARALYSIS:
return ' is paralyzed!\nIt may be unable to move!';
case StatusEffect.SLEEP:
return '\nfell asleep!';
case StatusEffect.FREEZE:
return '\nwas frozen solid!';
case StatusEffect.BURN:
return '\nwas burned!';
}
return '';
}
export function getStatusEffectActivationText(statusEffect: StatusEffect): string {
switch (statusEffect) {
case StatusEffect.POISON:
case StatusEffect.TOXIC:
return ' is hurt\nby poison!';
case StatusEffect.PARALYSIS:
return ' is paralyzed!\nIt can\'t move!';
case StatusEffect.SLEEP:
return ' is fast asleep.';
case StatusEffect.FREEZE:
return ' is\nfrozen solid!';
case StatusEffect.BURN:
return ' is hurt\nby its burn!';
}
return '';
}
export function getStatusEffectOverlapText(statusEffect: StatusEffect): string {
switch (statusEffect) {
case StatusEffect.POISON:
case StatusEffect.TOXIC:
return ' is\nalready poisoned!';
case StatusEffect.PARALYSIS:
return ' is\nalready paralyzed!';
case StatusEffect.SLEEP:
return ' is\nalready asleep!';
case StatusEffect.FREEZE:
return ' is\nalready frozen!';
case StatusEffect.BURN:
return ' is\nalready burned!';
}
return '';
}
export function getStatusEffectHealText(statusEffect: StatusEffect) {
switch (statusEffect) {
case StatusEffect.POISON:
case StatusEffect.TOXIC:
return ' was\ncured of its poison!';
case StatusEffect.PARALYSIS:
return ' was\nhealed of paralysis!';
case StatusEffect.SLEEP:
return ' woke up!';
case StatusEffect.FREEZE:
return ' was\ndefrosted!';
case StatusEffect.BURN:
return ' is hurt\nby its burn!';
}
return '';
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}