var __awaiter = (this && this.__awaiter) || function (thisArg, _arguments, P, generator) { function adopt(value) { return value instanceof P ? value : new P(function (resolve) { resolve(value); }); } return new (P || (P = Promise))(function (resolve, reject) { function fulfilled(value) { try { step(generator.next(value)); } catch (e) { reject(e); } } function rejected(value) { try { step(generator["throw"](value)); } catch (e) { reject(e); } } function step(result) { result.done ? resolve(result.value) : adopt(result.value).then(fulfilled, rejected); } step((generator = generator.apply(thisArg, _arguments || [])).next()); }); }; import { orderBy } from 'lodash'; import { AbilityAccessors } from "../engine/Ability"; import { FeatureFlagEnum } from "../engine/FeatureFlagInfo"; import { characterSelectors, featureFlagInfoSelectors, rulesEngineSelectors } from "../selectors"; import { getAbilityManager } from './AbilityManager'; import { FeatureFlagManager } from './FeatureFlagManager'; // import { BlessingManager, getBlessingManager } from './FeatureManager'; import { FeaturesManager } from './FeaturesManager'; import { transformAbilityScores } from './utils/modifierTransformers'; export class AttributesManager extends FeaturesManager { constructor(params) { super(params); this.getHighestAbilityScore = (abilities) => { let orderedAbilities = orderBy(abilities, [(ability) => ability.getTotalScore(), (ability) => ability.getLabel()], ['desc', 'asc']); return orderedAbilities[0]; }; this.params = params; } getAbilities() { return __awaiter(this, void 0, void 0, function* () { const abilities = rulesEngineSelectors.getAbilities(this.state); const featureFlagsManager = new FeatureFlagManager(featureFlagInfoSelectors.getFeatureFlagInfo(this.state)); const hasAccessToBlessing = featureFlagsManager.getFlag(FeatureFlagEnum.RELEASE_GATE_GFS_BLESSINGS_UI); if (!hasAccessToBlessing) { return abilities.map((ability) => { return getAbilityManager(Object.assign(Object.assign({}, this.params), { ability })); }); } else { // TODO: GFS this is all the wrong place // it should just be // const abilities = getCharacter.abilities ... const validGlobalModifiers = this.getValidGlobalModifiers(); const baseStats = characterSelectors.getStats(this.state); const ruleData = rulesEngineSelectors.getRuleData(this.state); const { generatedFeature } = transformAbilityScores(validGlobalModifiers, baseStats, ruleData); // TODO: GFS THERE IS SOME MORE TO DO HERE const characterFeatureManagers = yield this.getCharacterFeatures(); // TODO: GFS this should be part of the process and I should just ask for the the object here. const myAbilityState = this.processCharacter(generatedFeature); return abilities.map((ability) => { var _a, _b, _c, _d, _e, _f; const name = (_b = (_a = AbilityAccessors.getLabel(ability)) === null || _a === void 0 ? void 0 : _a.toLowerCase()) !== null && _b !== void 0 ? _b : 'The ability with no name'; return getAbilityManager(Object.assign(Object.assign({}, this.params), { ability: Object.assign(Object.assign({}, ability), { maxStatScore: (_c = myAbilityState.attributes[name].max) !== null && _c !== void 0 ? _c : null, modifier: (_d = myAbilityState.attributes[name].modifier) !== null && _d !== void 0 ? _d : null, score: (_e = myAbilityState.attributes[name].value) !== null && _e !== void 0 ? _e : null, totalScore: (_f = myAbilityState.attributes[name].value) !== null && _f !== void 0 ? _f : null }) })); }); } }); } getAbilitiesWithoutBlessings() { const abilities = rulesEngineSelectors.getAbilities(this.state); return abilities.map((ability) => { return getAbilityManager(Object.assign(Object.assign({}, this.params), { ability })); }); } getValidGlobalModifiers() { const validGlobalModifiers = rulesEngineSelectors.getValidGlobalModifiers(this.state); return validGlobalModifiers; } }