2024-06-30 21:12:58 -04:00
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/**
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* @typedef {Object} DerivedStats Derived user stats
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* @property {Uint8} u8 how many hits you can take, if it reaches 0 you ded!
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* @property {Uint8} u8 How many strenuous actions you can take, i.e. swinging a hammer, attacking, fishing, etc.
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* @property {Uint8} u8 being able to observe some objects
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* @property {Uint8} u8 Get better probability rolls for things that matter for rolls
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* @property {Uint8} u8 Probability of being discovered when hiding
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* @property {Uint8} u8 based on your character you make in the creator. more attractive will have better outcomes with aristocracy and more 'ugly' will have better outcomes with working class.
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* @property {Uint8} u8 same as attractiveness but can change with money
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* @property {Int8} i8 how attuned to the vision of Eru
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*/
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2024-06-02 09:42:35 -04:00
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class DerivedStats {
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/**
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* how many hits you can take, if it reaches 0 you ded!
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2024-06-30 21:12:58 -04:00
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* @return {Uint8} gets the value of Hitpoints
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*/
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get Hitpoints() {
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return this._data.getUint8(0, true);
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}
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2024-06-30 21:12:58 -04:00
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/**
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* how many hits you can take, if it reaches 0 you ded!
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* @param {Uint8} sets the value of Hitpoints
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*/
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2024-06-02 09:42:35 -04:00
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set Hitpoints(v) {
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return this._data.setUint8(0, v, true);
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}
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/**
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* How many strenuous actions you can take, i.e. swinging a hammer, attacking, fishing, etc.
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2024-06-30 21:12:58 -04:00
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* @return {Uint8} gets the value of Stamina
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2024-06-02 09:42:35 -04:00
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*/
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get Stamina() {
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return this._data.getUint8(1, true);
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}
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2024-06-30 21:12:58 -04:00
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/**
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* How many strenuous actions you can take, i.e. swinging a hammer, attacking, fishing, etc.
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* @param {Uint8} sets the value of Stamina
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*/
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2024-06-02 09:42:35 -04:00
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set Stamina(v) {
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return this._data.setUint8(1, v, true);
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}
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/**
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* being able to observe some objects
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2024-06-30 21:12:58 -04:00
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* @return {Uint8} gets the value of Perception
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2024-06-02 09:42:35 -04:00
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*/
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get Perception() {
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return this._data.getUint8(2, true);
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}
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2024-06-30 21:12:58 -04:00
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/**
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* being able to observe some objects
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* @param {Uint8} sets the value of Perception
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*/
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2024-06-02 09:42:35 -04:00
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set Perception(v) {
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return this._data.setUint8(2, v, true);
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}
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/**
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* Get better probability rolls for things that matter for rolls
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2024-06-30 21:12:58 -04:00
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* @return {Uint8} gets the value of Luck
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2024-06-02 09:42:35 -04:00
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*/
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get Luck() {
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return this._data.getUint8(3, true);
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}
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2024-06-30 21:12:58 -04:00
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/**
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* Get better probability rolls for things that matter for rolls
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* @param {Uint8} sets the value of Luck
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*/
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2024-06-02 09:42:35 -04:00
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set Luck(v) {
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return this._data.setUint8(3, v, true);
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}
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/**
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* Probability of being discovered when hiding
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2024-06-30 21:12:58 -04:00
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* @return {Uint8} gets the value of Stealth
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2024-06-02 09:42:35 -04:00
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*/
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get Stealth() {
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return this._data.getUint8(4, true);
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}
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2024-06-30 21:12:58 -04:00
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/**
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* Probability of being discovered when hiding
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* @param {Uint8} sets the value of Stealth
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*/
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2024-06-02 09:42:35 -04:00
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set Stealth(v) {
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return this._data.setUint8(4, v, true);
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}
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/**
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* based on your character you make in the creator. more attractive will have better outcomes with aristocracy and more 'ugly' will have better outcomes with working class.
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2024-06-30 21:12:58 -04:00
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* @return {Uint8} gets the value of Attractiveness
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2024-06-02 09:42:35 -04:00
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*/
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get Attractiveness() {
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return this._data.getUint8(5, true);
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}
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2024-06-30 21:12:58 -04:00
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/**
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* based on your character you make in the creator. more attractive will have better outcomes with aristocracy and more 'ugly' will have better outcomes with working class.
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* @param {Uint8} sets the value of Attractiveness
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*/
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2024-06-02 09:42:35 -04:00
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set Attractiveness(v) {
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return this._data.setUint8(5, v, true);
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}
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/**
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* same as attractiveness but can change with money
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2024-06-30 21:12:58 -04:00
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* @return {Uint8} gets the value of Affluence
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2024-06-02 09:42:35 -04:00
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*/
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get Affluence() {
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return this._data.getUint8(6, true);
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}
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2024-06-30 21:12:58 -04:00
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/**
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* same as attractiveness but can change with money
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* @param {Uint8} sets the value of Affluence
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*/
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set Affluence(v) {
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return this._data.setUint8(6, v, true);
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}
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/**
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* how attuned to the vision of Eru
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2024-06-30 21:12:58 -04:00
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* @return {Int8} gets the value of Holyness
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2024-06-02 09:42:35 -04:00
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*/
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get Holyness() {
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return this._data.getInt8(7, true);
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}
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2024-06-30 21:12:58 -04:00
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/**
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* how attuned to the vision of Eru
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* @param {Int8} sets the value of Holyness
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*/
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set Holyness(v) {
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return this._data.setInt8(7, v, true);
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}
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/**
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* Constructs a new DerivedStats
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*
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* @param {{Hitpoints: Uint8, Stamina: Uint8, Perception: Uint8, Luck: Uint8, Stealth: Uint8, Attractiveness: Uint8, Affluence: Uint8, Holyness: Int8, }} init The arguments to construct the object.
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* @param {Uint8Array} ptr The pointer to the C struct.
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*/
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constructor(init = {}, ptr = undefined) {
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this._size = 8;
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this._ptr = ptr || new Uint8Array(this._size);
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this._data = new DataView(this._ptr.buffer);
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for (const key of Object.keys(init)) {
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this[key] = init[key];
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}
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}
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}
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export default DerivedStats
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