refactor(slay-the-spire-like): rename depletion to consumedUses
Rename `depletion` to `consumedUses` in `GameItemMeta` to better reflect its purpose. Update combat effect logic and tests to use the new field name. Also apply consistent formatting and import organization to combat effect modules.
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@ -1,31 +1,49 @@
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import {CombatEntity, CombatGameContext, CombatState, EffectTable, PlayerEntity} from "./types";
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import {
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CombatEntity,
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CombatGameContext,
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CombatState,
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EffectTable,
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PlayerEntity,
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} from "./types";
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import {
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CardData,
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CardEffectTarget,
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CardTargetType,
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EffectData,
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EffectTarget
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EffectTarget,
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} from "@/samples/slay-the-spire-like/system/types";
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import { GameItemMeta } from "@/samples/slay-the-spire-like/system/progress/types";
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import { GridInventory } from "@/samples/slay-the-spire-like/system/grid-inventory/types";
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export function addEffect(effects: EffectTable, effect: EffectData, stacks: number){
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export function addEffect(
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effects: EffectTable,
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effect: EffectData,
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stacks: number,
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) {
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let current = effects[effect.id];
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if (!current) current = { data: effect, stacks };
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else current.stacks += stacks;
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if(current.stacks === 0 && effects[effect.id])
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delete effects[effect.id];
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if (current.stacks === 0 && effects[effect.id]) delete effects[effect.id];
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else if (current.stacks !== 0 && !effects[effect.id])
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effects[effect.id] = current;
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}
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export function addEntityEffect(entity: CombatEntity, effect: EffectData, stacks: number){
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export function addEntityEffect(
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entity: CombatEntity,
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effect: EffectData,
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stacks: number,
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) {
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addEffect(entity.effects, effect, stacks);
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}
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export function addItemEffect(entity: PlayerEntity, itemKey: string, effect: EffectData, stacks: number){
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export function addItemEffect(
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entity: PlayerEntity,
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itemKey: string,
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effect: EffectData,
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stacks: number,
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) {
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entity.itemEffects[itemKey] = entity.itemEffects[itemKey] || {};
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addEffect(entity.itemEffects[itemKey], effect, stacks);
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}
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@ -33,9 +51,9 @@ export function addItemEffect(entity: PlayerEntity, itemKey: string, effect: Eff
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export function onEntityEffectUpkeep(entity: CombatEntity) {
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for (const effect of Object.values(entity.effects)) {
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const lifecycle = effect.data.lifecycle;
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if(lifecycle === 'temporary')
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if (lifecycle === "temporary")
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addEntityEffect(entity, effect.data, -effect.stacks);
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else if(lifecycle === 'lingering')
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else if (lifecycle === "lingering")
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addEntityEffect(entity, effect.data, effect.stacks >= 0 ? -1 : 1);
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}
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}
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@ -43,7 +61,7 @@ export function onEntityEffectUpkeep(entity: CombatEntity){
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export function onEntityPostureDamage(entity: CombatEntity, damage: number) {
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for (const effect of Object.values(entity.effects)) {
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const lifecycle = effect.data.lifecycle;
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if(lifecycle === 'posture')
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if (lifecycle === "posture")
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addEntityEffect(entity, effect.data, -Math.min(damage, effect.stacks));
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}
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}
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@ -52,7 +70,7 @@ export function onPlayerItemEffectUpkeep(entity: PlayerEntity){
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for (const [itemKey, itemEffects] of Object.entries(entity.itemEffects)) {
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for (const effect of Object.values(itemEffects)) {
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const lifecycle = effect.data.lifecycle;
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if(lifecycle === 'itemTemporary')
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if (lifecycle === "itemTemporary")
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addItemEffect(entity, itemKey, effect.data, -effect.stacks);
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}
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}
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@ -62,7 +80,7 @@ export function onItemPlay(entity: PlayerEntity, itemKey: string){
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const effects = entity.itemEffects[itemKey];
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if (!effects) return;
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for (const effect of Object.values(effects)) {
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if(effect.data.lifecycle === 'itemUntilPlay'){
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if (effect.data.lifecycle === "itemUntilPlay") {
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addItemEffect(entity, itemKey, effect.data, -effect.stacks);
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}
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}
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@ -72,7 +90,7 @@ export function onItemDiscard(entity: PlayerEntity, itemKey: string){
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const effects = entity.itemEffects[itemKey];
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if (!effects) return;
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for (const effect of Object.values(effects)) {
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if(effect.data.lifecycle === 'itemUntilDiscard'){
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if (effect.data.lifecycle === "itemUntilDiscard") {
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addItemEffect(entity, itemKey, effect.data, -effect.stacks);
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}
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}
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@ -86,18 +104,22 @@ export function* getAliveEnemies(state: CombatState) {
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}
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}
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export function* getEffectTargets(target: CardEffectTarget | EffectTarget, game: CombatGameContext, targetId?: string){
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if(target === 'all' || target === 'team'){
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export function* getEffectTargets(
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target: CardEffectTarget | EffectTarget,
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game: CombatGameContext,
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targetId?: string,
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) {
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if (target === "all" || target === "team") {
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for (const enemy of getAliveEnemies(game.value)) {
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yield enemy;
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}
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} else if(target === 'self') {
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} else if (target === "self") {
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yield game.value.player;
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} else if(target === 'target'){
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} else if (target === "target") {
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if (!targetId) return;
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const entity = getCombatEntity(game.value, targetId);
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if (entity) yield entity;
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} else if(target === 'random'){
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} else if (target === "random") {
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const aliveEnemies = [...getAliveEnemies(game.value)];
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if (aliveEnemies.length === 0) return;
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const index = game.rng.nextInt(aliveEnemies.length);
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@ -106,29 +128,43 @@ export function* getEffectTargets(target: CardEffectTarget | EffectTarget, game:
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}
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export function getCombatEntity(state: CombatState, entityKey: string) {
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return entityKey === 'player' ? state.player : state.enemies.find(e => e.id === entityKey);
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return entityKey === "player"
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? state.player
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: state.enemies.find((e) => e.id === entityKey);
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}
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export function canPlayCard(player: PlayerEntity, costType: CardData['costType'], costCount: number, itemId: string, inventory: GridInventory<GameItemMeta>): boolean {
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if (costType === 'energy') {
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export function canPlayCard(
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player: PlayerEntity,
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costType: CardData["costType"],
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costCount: number,
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itemId: string,
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inventory: GridInventory<GameItemMeta>,
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): boolean {
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if (costType === "energy") {
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return player.energy >= costCount;
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}
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if (costType === 'uses') {
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if (costType === "uses") {
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const item = inventory.items.get(itemId);
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if (!item || !item.meta) return false;
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const depletion = item.meta.depletion ?? 0;
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const depletion = item.meta.consumedUses ?? 0;
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return depletion < costCount;
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}
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return true;
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}
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export function payCardCost(player: PlayerEntity, costType: CardData['costType'], costCount: number, itemId: string, inventory: GridInventory<GameItemMeta>): void {
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if (costType === 'energy') {
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export function payCardCost(
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player: PlayerEntity,
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costType: CardData["costType"],
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costCount: number,
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itemId: string,
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inventory: GridInventory<GameItemMeta>,
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): void {
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if (costType === "energy") {
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player.energy -= costCount;
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} else if (costType === 'uses') {
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} else if (costType === "uses") {
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const item = inventory.items.get(itemId);
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if (item && item.meta) {
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item.meta.depletion = (item.meta.depletion ?? 0) + costCount;
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item.meta.consumedUses = (item.meta.consumedUses ?? 0) + costCount;
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}
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}
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}
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@ -1,6 +1,6 @@
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import type { PointCrawlMap } from '../map/types';
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import type { GridInventory, InventoryItem } from '../grid-inventory/types';
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import type { ParsedShape } from '../utils/parse-shape';
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import type { PointCrawlMap } from "../map/types";
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import type { GridInventory, InventoryItem } from "../grid-inventory/types";
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import type { ParsedShape } from "../utils/parse-shape";
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import { ItemData } from "@/samples/slay-the-spire-like/system/types";
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/**
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@ -39,7 +39,9 @@ export interface GameItemMeta {
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/** Parsed shape for grid placement */
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shape: ParsedShape;
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/** Consumed uses, if card cost type is uses**/
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depletion?: number;
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consumedUses?: number;
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/** Effects applied to the item */
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effects?: Record<string, number>;
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}
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/**
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@ -84,4 +86,6 @@ export interface RunState {
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/**
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* Result of a mutation operation on the run state.
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*/
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export type RunMutationResult = { success: true } | { success: false; reason: string };
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export type RunMutationResult =
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| { success: true }
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| { success: false; reason: string };
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@ -82,7 +82,7 @@ function createItem(
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description: "",
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},
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shape: { id: "1x1", cells: [{ x: 0, y: 0 }] } as unknown as ParsedShape,
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depletion: costType === "uses" ? depletion : undefined,
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consumedUses: costType === "uses" ? depletion : undefined,
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},
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};
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}
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@ -591,7 +591,7 @@ describe("combat/effects", () => {
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payCardCost(player, "uses", 3, "potion-1", inventory);
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expect(item.meta?.depletion).toBe(4);
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expect(item.meta?.consumedUses).toBe(4);
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});
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it("should do nothing for none cost card", () => {
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