/// /// /** * This atom should be used in place of the default atom when handling Combat. */ class ContentAtomCombat extends ContentAtom { /** * Only one of the following markers appears at once. */ public static HIT = new ContentNounSimple("HIT"); public static MISS = new ContentNounSimple("MISS"); public static CRITICAL = new ContentNounSimple("CRITICAL"); /** * Only one of the following markers appears at once. */ public static KNOCKED = new ContentNounSimple("KNOCKED"); public static KNOCKED_OFF = new ContentNounSimple("KNOCKED_OFF"); public static KILLED = new ContentNounSimple("KILLED"); public attacker : any; public target : any; public weapons : ContentAtom = new ContentAtom(); public markers : ContentAtom = new ContentAtom(); constructor (attacker : any, target : any, weapons : Array = [], markers : Array = []) { super(); this.attacker = attacker; this.target = target; this.weapons.addNoun(...weapons); this.markers.addNoun(...markers); } public compareAgainst (other : ContentAtom) { if (other instanceof ContentAtomCombat) { return ( ContentAtom.compareNoun(this.attacker, other.attacker) && ContentAtom.compareNoun(this.target, other.target) && this.weapons.compareAgainst(other.weapons) && this.markers.compareAgainst(other.markers) ); } return false; } public getAtomPriority () { return ( ContentAtom.weightNoun(this.attacker) + ContentAtom.weightNoun(this.target) + this.weapons.getAtomPriority() + this.markers.getAtomPriority() ); } } //new ContentAtomCombat(WorldState.player, OrcDebugger, [HumanoidHands], [ContentAtomCombat.HIT]); //Looks good.