Android build v1.1.5
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@@ -1,21 +1,79 @@
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import type { Spell } from '../game'
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export function cooldownNow() {
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return Date.now()
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}
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export function cooldownRemaining(
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cooldowns: Record<string, number>,
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spellId: string,
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now = cooldownNow(),
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) {
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return Math.max(0, ((cooldowns[spellId] ?? 0) - now) / 1000)
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}
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export function hasActiveCooldowns(
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cooldowns: Record<string, number>,
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now = cooldownNow(),
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) {
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return Object.values(cooldowns).some((readyAtMs) => readyAtMs > now)
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}
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export function pruneExpiredCooldowns(
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cooldowns: Record<string, number>,
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now = cooldownNow(),
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) {
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let changed = false
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const nextCooldowns: Record<string, number> = {}
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for (const id in cooldowns) {
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if (cooldowns[id] <= now) {
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changed = true
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continue
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}
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nextCooldowns[id] = cooldowns[id]
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}
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return changed ? nextCooldowns : cooldowns
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}
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export function reduceCooldown(
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cooldowns: Record<string, number>,
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spellId: string,
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seconds: number,
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now = cooldownNow(),
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) {
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const readyAtMs = cooldowns[spellId]
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if (!readyAtMs || readyAtMs <= now) return cooldowns
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const nextReadyAtMs = readyAtMs - seconds * 1000
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const nextCooldowns = { ...cooldowns }
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if (nextReadyAtMs <= now) delete nextCooldowns[spellId]
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else nextCooldowns[spellId] = nextReadyAtMs
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return nextCooldowns
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}
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export function canCastSpell(
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spell: Spell,
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resource: number,
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cooldowns: Record<string, number>,
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resourceCost: number,
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now = cooldownNow(),
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) {
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return resource >= resourceCost && (cooldowns[spell.id] ?? 0) <= 0
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return resource >= resourceCost && cooldownRemaining(cooldowns, spell.id, now) <= 0
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}
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export function putSpellOnCooldown(
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cooldowns: Record<string, number>,
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spell: Spell,
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cooldownMultiplier = 1,
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now = cooldownNow(),
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) {
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const cooldownMs = spell.cooldown * cooldownMultiplier * 1000
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if (cooldownMs <= 0) {
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const nextCooldowns = { ...cooldowns }
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delete nextCooldowns[spell.id]
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return nextCooldowns
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}
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return {
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...cooldowns,
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[spell.id]: spell.cooldown * cooldownMultiplier,
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[spell.id]: now + cooldownMs,
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}
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}
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