mirror of
https://github.com/VickScarlet/lifeRestart.git
synced 2026-08-29 01:36:47 +08:00
369 lines
11 KiB
JavaScript
369 lines
11 KiB
JavaScript
import * as util from '../functions/util.js'
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import * as fCondition from '../functions/condition.js'
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import Property from './property.js'
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import Event from './event.js'
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import Talent from './talent.js'
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import Achievement from './achievement.js'
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import Character from './character.js'
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class Life {
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constructor() {
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this.#property = new Property(this)
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this.#event = new Event(this)
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this.#talent = new Talent(this)
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this.#achievement = new Achievement(this)
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this.#character = new Character(this)
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}
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Module = {
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PROPERTY: 'PROPERTY',
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TALENT: 'TALENT',
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EVENT: 'EVENT',
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ACHIEVEMENT: 'ACHIEVEMENT',
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CHARACTER: 'CHARACTER',
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}
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Function = {
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CONDITION: 'CONDITION',
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UTIL: 'UTIL',
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}
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#property
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#event
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#talent
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#achievement
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#character
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#triggerTalents
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#celebrityLimit
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#defaultPropertyPoints
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#talentSelectLimit
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#propertyAllocateLimit
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#defaultPropertys
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#specialThanks
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#initialData
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async initial(i18nLoad, commonLoad) {
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const [age, talents, events, achievements, characters, specialThanks] = await Promise.all([
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i18nLoad('age'),
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i18nLoad('talents'),
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i18nLoad('events'),
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i18nLoad('achievement'),
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i18nLoad('character'),
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commonLoad('specialthanks'),
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])
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this.#specialThanks = specialThanks
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const total = {
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[this.PropertyTypes.TACHV]: this.#achievement.initial({ achievements }),
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[this.PropertyTypes.TEVT]: this.#event.initial({ events }),
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[this.PropertyTypes.TTLT]: this.#talent.initial({ talents }),
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}
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this.#property.initial({ age, total })
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this.#character.initial({ characters })
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}
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config({
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celebrityLimit = 10, // limit of celebrity
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defaultPropertyPoints = 20, // default number of points for a property
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talentSelectLimit = 3, // max number of talents that can be selected
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propertyAllocateLimit = [0, 10], // scoop of properties that can be allocated
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defaultPropertys = {}, // default propertys
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talentConfig, // config for talent
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propertyConfig, // config for property
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characterConfig, // config for character
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} = {}) {
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this.#celebrityLimit = celebrityLimit
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this.#defaultPropertyPoints = defaultPropertyPoints
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this.#talentSelectLimit = talentSelectLimit
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this.#propertyAllocateLimit = propertyAllocateLimit
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this.#defaultPropertys = defaultPropertys
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this.#talent.config(talentConfig)
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this.#property.config(propertyConfig)
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this.#character.config(characterConfig)
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}
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request(module) {
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switch (module) {
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case this.Module.ACHIEVEMENT: return this.#achievement
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case this.Module.CHARACTER: return this.#character
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case this.Module.EVENT: return this.#event
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case this.Module.PROPERTY: return this.#property
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case this.Module.TALENT: return this.#talent
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default: return null
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}
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}
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function(type) {
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switch (type) {
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case this.Function.CONDITION: return fCondition
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case this.Function.UTIL: return util
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}
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}
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check(condition) {
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return fCondition.checkCondition(this.#property, condition)
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}
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clone(...args) {
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return util.clone(...args)
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}
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remake(talents) {
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this.#initialData = util.clone(this.#defaultPropertys)
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this.#initialData.TLT = util.clone(talents)
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this.#triggerTalents = {}
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return this.talentReplace(this.#initialData.TLT)
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}
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start(allocation) {
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for (const key in allocation) {
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this.#initialData[key] = util.clone(allocation[key])
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}
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this.#property.restart(this.#initialData)
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this.doTalent()
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this.#property.restartLastStep()
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this.#achievement.achieve(this.AchievementOpportunity.START)
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}
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getPropertyPoints() {
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return (
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this.#defaultPropertyPoints +
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this.#talent.allocationAddition(this.#initialData.TLT)
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)
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}
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getTalentCurrentTriggerCount(talentId) {
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return this.#triggerTalents[talentId] || 0
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}
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next() {
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const { age, event, talent } = this.#property.ageNext()
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const talentContent = this.doTalent(talent)
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const eventContent = this.doEvent(this.random(event))
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const isEnd = this.#property.isEnd()
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const content = [talentContent, eventContent].flat()
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this.#achievement.achieve(this.AchievementOpportunity.TRAJECTORY)
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return { age, content, isEnd }
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}
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talentReplace(talents) {
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const result = this.#talent.replace(talents)
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const contents = []
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for (const id in result) {
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talents.push(result[id])
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const source = this.#talent.get(id)
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const target = this.#talent.get(result[id])
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contents.push({
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type: 'talentReplace',
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source,
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target,
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})
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}
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return contents
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}
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doTalent(talents) {
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if (talents) this.#property.change(this.PropertyTypes.TLT, talents)
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talents = this.#property
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.get(this.PropertyTypes.TLT)
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.filter(
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talentId =>
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this.getTalentCurrentTriggerCount(talentId) <
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this.#talent.get(talentId).max_triggers,
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)
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const contents = []
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for (const talentId of talents) {
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const result = this.#talent.do(talentId)
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if (!result) continue
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this.#triggerTalents[talentId] = this.getTalentCurrentTriggerCount(talentId) + 1
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const { effect, name, description, grade } = result
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contents.push({
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type: this.PropertyTypes.TLT,
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name,
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grade,
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description: this.format(description),
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})
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if (!effect) continue
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this.#property.effect(effect)
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}
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return contents
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}
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doEvent(eventId) {
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const { effect, next, description, postEvent, grade } = this.#event.do(eventId)
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this.#property.change(this.PropertyTypes.EVT, eventId)
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this.#property.effect(effect)
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const content = {
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type: this.PropertyTypes.EVT,
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description: this.format(description),
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postEvent: postEvent && this.format(postEvent),
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grade,
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}
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if (next) return [content, this.doEvent(next)].flat()
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return [content]
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}
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random(events) {
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return util.weightRandom(
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events.filter(([eventId]) =>
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this.#event.check(eventId, this.#property),
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),
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)
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}
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talentRandom() {
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return this.#talent.talentRandom(
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this.lastExtendTalent,
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this.#getPropertys(
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this.PropertyTypes.TMS,
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this.PropertyTypes.CACHV,
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),
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)
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}
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characterRandom() {
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const characters = this.#character.random()
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const replaceTalent = v =>
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(v.talent = v.talent.map(id => this.#talent.get(id)))
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characters.normal.forEach(replaceTalent)
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if (characters.unique && characters.unique.talent)
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replaceTalent(characters.unique)
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return characters
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}
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talentExtend(talentId) {
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this.#property.set(this.PropertyTypes.EXT, talentId)
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}
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exclude(talents, exclusive) {
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return this.#talent.exclude(talents, exclusive)
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}
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generateUnique() {
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const unique = this.#character.generateUnique()
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$$event('syncUnique', unique)
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}
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#getJudges(...types) {
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return util.getListValuesMap(types.flat(), key =>
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this.#property.judge(key),
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)
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}
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#getPropertys(...types) {
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return util.getListValuesMap(types.flat(), key =>
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this.#property.get(key),
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)
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}
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format(discription) {
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return `${discription}`.replaceAll(
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/\{\s*[0-9a-zA-Z_-]+\s*?\}/g,
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match => this.#format(match),
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)
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}
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#format(key) {
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switch (key.slice(1, -1).trim().toLowerCase()) {
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case 'currentyear':
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return new Date().getFullYear()
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case 'age':
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return this.#property.get(this.PropertyTypes.AGE)
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case 'charm':
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return this.#property.get(this.PropertyTypes.CHR)
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case 'intelligence':
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return this.#property.get(this.PropertyTypes.INT)
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case 'strength':
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return this.#property.get(this.PropertyTypes.STR)
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case 'money':
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return this.#property.get(this.PropertyTypes.MNY)
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case 'spirit':
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return this.#property.get(this.PropertyTypes.SPR)
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default:
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return key
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}
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}
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sync(tag, data) {
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switch (tag) {
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case 'unique':
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return this.#character.sync(data)
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case 'props':
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return this.#property.sync(data)
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}
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}
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get lastExtendTalent() {
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return this.#property.get(this.PropertyTypes.EXT)
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}
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get summary() {
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this.#achievement.achieve(this.AchievementOpportunity.SUMMARY)
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const pt = this.PropertyTypes
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return this.#getJudges(
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pt.SUM,
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pt.HAGE,
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pt.HCHR,
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pt.HINT,
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pt.HSTR,
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pt.HMNY,
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pt.HSPR,
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)
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}
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get statistics() {
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const pt = this.PropertyTypes
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return this.#getJudges(pt.TMS, pt.CACHV, pt.RTLT, pt.REVT)
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}
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get achievements() {
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const ticks = {}
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this.#property
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.get(this.PropertyTypes.ACHV)
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.forEach(([id, tick]) => (ticks[id] = tick))
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return this.#achievement
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.list(this.#property)
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.sort(
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(
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{ id: a, grade: ag, hide: ah },
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{ id: b, grade: bg, hide: bh },
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) => {
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a = ticks[a]
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b = ticks[b]
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if (a && b) return b - a
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if (!a && !b) {
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if (ah && bh) return bg - ag
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if (ah) return 1
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if (bh) return -1
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return bg - ag
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}
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if (!a) return 1
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if (!b) return -1
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},
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)
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}
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get celebrityLimit() { return this.times < this.#celebrityLimit }
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get PropertyTypes() { return this.#property.TYPES }
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get AchievementOpportunity() { return this.#achievement.Opportunity }
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get talentSelectLimit() { return this.#talentSelectLimit }
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get propertyAllocateLimit() { return util.clone(this.#propertyAllocateLimit) }
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get propertys() { return this.#property.getPropertys() }
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get times() { return this.#property.get(this.PropertyTypes.TMS) || 0}
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set times(v) {
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this.#property.set(this.PropertyTypes.TMS, v)
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this.#achievement.achieve(this.AchievementOpportunity.END)
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}
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get specialThanks() { return this.#specialThanks }
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}
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export default Life
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