@@ -41,6 +41,25 @@ export abstract class Actor {
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public pathfinding : Pathfinding = new Pathfinding ( this ) ;
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public lastMovementPosition : Position ;
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+ // #region Behaviors and Combat flags/checks
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+ public inCombat : boolean = false ;
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+ public meleeDistance : number = 1 ;
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+ public Behaviors : Behavior [ ] = [ ] ;
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+ public isDead : boolean = false ;
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+ public combatTargets : Actor [ ] = [ ] ;
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+ public hitPoints = this . skills . hitpoints . level * 4 ;
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+ public maxHitPoints = this . skills . hitpoints . level * 4 ;
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+ public get highestCombatSkill ( ) : Skill {
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+ const attack = this . skills . getLevel ( 'attack' ) ;
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+ const magic = this . skills . getLevel ( 'magic' ) ;
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+ const ranged = this . skills . getLevel ( 'ranged' ) ;
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+
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+ if ( ranged > magic && ranged > ranged ) return ranged ;
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+ else if ( magic > attack && magic > ranged ) return magic ;
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+ else return attack ;
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+ }
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+
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+ // #endregion
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protected randomMovementInterval ;
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@@ -65,9 +84,9 @@ export abstract class Actor {
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}
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public damage ( amount : number , damageType : DamageType = DamageType . DAMAGE ) {
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- let armorReduction = 0 ;
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- let spellDamageReduction = 0 ;
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- let poisonReistance = 0 ;
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+ const armorReduction = 0 ;
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+ const spellDamageReduction = 0 ;
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+ const poisonReistance = 0 ;
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amount -= armorReduction ;
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this . hitPoints -= amount ;
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this . skills . setHitpoints ( this . hitPoints ) ;
@@ -78,6 +97,8 @@ export abstract class Actor {
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this . playAnimation ( this . getBlockAnimation ( ) ) ;
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}
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+
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+
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//public damage(amount: number, damageType: DamageType = DamageType.DAMAGE): 'alive' | 'dead' {
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// let remainingHitpoints: number = this.skills.hitpoints.level - amount;
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// const maximumHitpoints: number = this.skills.hitpoints.levelForExp;
@@ -567,23 +588,5 @@ export abstract class Actor {
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} ;
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}
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- // #region Behaviors and Combat flags/checks
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- public inCombat : boolean = false ;
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- public meleeDistance : number = 1 ;
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- public Behaviors : Behavior [ ] = new Array ( ) ;
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- public isDead : boolean = false ;
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- public combatTargets : Actor [ ] = new Array ( ) ;
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- public hitPoints = this . skills . hitpoints . level * 4 ;
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- public maxHitPoints = this . skills . hitpoints . level * 4 ;
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- public get highestCombatSkill ( ) : Skill {
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- let attack = this . skills . getLevel ( 'attack' ) ;
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- let magic = this . skills . getLevel ( 'magic' ) ;
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- let ranged = this . skills . getLevel ( 'ranged' ) ;
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-
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- if ( ranged > magic && ranged > ranged ) return ranged ;
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- else if ( magic > attack && magic > ranged ) return magic ;
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- else return attack ;
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- }
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- // #endregion
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}
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