Fix reactive with new system
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import { GameObjectRegister } from "."
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import type { GameObjectNetcode } from "./GameObject"
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enum CardEffects {
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GOLD = "gold",
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DAMAGE = "damage",
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HEAL = "heal",
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PERPARE = "prepare",
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STUN = "stun",
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SACRIFICE = "sacrifice",
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DRAW = "draw",
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DRAW_AND_DISCARD = "draw_and_discard",
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DISCARD = "discard",
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RESTACK_DISCARDED_CHAMPION = "restack_discarded_champion",
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RESTACK_DISCARDED_CARD = "restack_discarded_card",
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STACK_NEXT_ACTION_BOUGHT = "stack_next_action_bought",
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STACK_NEXT_CARD_BOUGHT = "stack_next_card_bought",
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PLAY_NEXT_CARD_BOUGHT = "play_next_card_bought"
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}
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enum EffectTimes {
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PER_CHAMPION = "per_champion",
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PER_OTHER_CHAMPION = "per_other_champion",
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PER_OTHER_GUARD = "per_other_guard",
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PER_CARD_OF_SAME_FACTION = "per_card_of_same_faction"
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}
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enum EffectType {
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CHAMPION_ACTION = "champion_action",
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SUICIDE = "suicide",
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FACTION_COMBO = "faction_combo"
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}
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export interface EffectNetcode extends GameObjectNetcode {
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effect: CardEffects
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amount: number
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sub_effects: Array<EffectNetcode>
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mutex: Array<string>
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effect_type?: EffectType
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times?: EffectTimes
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}
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export type Effect = Omit<EffectNetcode, 'sub_effects' | 'mutex'> & {
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sub_effects: { [key: string]: Effect }
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mutex: { [key: string]: Effect }
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}
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export function create_effect(input: EffectNetcode, register: GameObjectRegister) {
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return new Proxy<any>(input, {
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get(target, prop, reciever) {
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if (prop == "sub_effects") {
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return Object.fromEntries(Object.entries(register.effects).filter(([i, v]) => i in target.sub_effects))
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}
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if (prop == "mutex") {
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return Object.fromEntries(Object.entries(register.effects).filter(([i, v]) => i in target.mutex))
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}
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return Reflect.get(target, prop, reciever);
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},
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set(target, prop, val, receiver) {
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return Reflect.set(target, prop, val, receiver);
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}
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}) as Effect
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}
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