2025-05-28 15:36:51 -07:00

69 lines
4.3 KiB
JavaScript

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;
}
}