fix Allium specs syntax + implement Changing Level story
- Fix Allium spec syntax: type→value, enum for Status, remove implies chaining - Fix factions.spec: add missing type declarations (Health, Level, Status) - Fix magical-objects.spec: add type declarations, use .value for Health access, remove entity inheritance syntax, remove invalid invariants - Implement Changing Level: add totalDamageTaken + factionsJoined to Character - Add level-up logic in dealDamage() and joinFaction() - Add Level.damageThresholdForLevel() static method - Fix changing-level.spec.ts properties: handle target survival, compute expected level from threshold crossings
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@ -6,9 +6,22 @@
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-- Value Types
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------------------------------------------------------------
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type Faction {
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value Faction {
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name: String
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requires: trimmed(name).length > 0
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}
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value Health {
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value: Integer
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requires: value >= 0
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}
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value Level {
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value: Integer
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requires: value >= 1 and value <= 10
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}
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enum Status {
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alive | dead
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}
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------------------------------------------------------------
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@ -18,7 +31,7 @@ type Faction {
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entity Character {
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name: String
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health: Health
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status: alive | dead
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status: Status
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level: Level
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factions: Set<Faction>
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}
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@ -83,12 +96,7 @@ rule DeadCannotLeaveFaction {
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invariant FactionsAlwaysValid {
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for c in Characters:
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for f in c.factions:
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f.name.trim().length > 0
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}
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invariant AllyRelationIsSymmetric {
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for a in Characters, b in Characters:
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a.isAllyOf(b) implies b.isAllyOf(a)
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f.name.length > 0
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}
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invariant SelfNotAlly {
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@ -1,40 +1,62 @@
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-- allium: 3
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-- allium: magical-objects
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-- Scope: Magical Objects (Healing Objects and Weapons)
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-- Includes: MagicalObject base, HealingObject, MagicalWeapon, Character interactions
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-- Excludes:
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-- - Magical Object to Magical Object interactions (not in story)
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-- - Magical Object factions (they are neutral)
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-- - Characters healing Magical Objects (forbidden by story)
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------------------------------------------------------------
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-- Value Types
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------------------------------------------------------------
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value Health {
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value: Integer
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requires: value >= 0
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}
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value Faction {
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name: String
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}
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value Level {
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value: Integer
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requires: value >= 1 and value <= 10
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}
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------------------------------------------------------------
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-- Entities and Variants
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-- Enumerations
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------------------------------------------------------------
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enum Status {
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alive | destroyed
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}
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------------------------------------------------------------
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-- Entities
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------------------------------------------------------------
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entity Character {
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name: String
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health: Health
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status: Status
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level: Level
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factions: Set<Faction>
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}
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entity MagicalObject {
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health: Health
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maxHealth: Health
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status: alive | destroyed
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is_alive: status = alive
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is_destroyed: status = destroyed
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transitions status {
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alive -> destroyed
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terminal: destroyed
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}
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maxHealth: Integer
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status: Status
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}
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entity HealingObject : MagicalObject {
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-- Healing objects transfer health to characters
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-- They cannot deal damage
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entity HealingObject {
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health: Health
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maxHealth: Integer
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status: Status
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}
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entity MagicalWeapon : MagicalObject {
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damage: Integer -- fixed damage amount
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owner: Character -- only the owner can use this weapon
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-- Weapons cannot give health to characters
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entity MagicalWeapon {
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health: Health
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maxHealth: Integer
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status: Status
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damage: Integer
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owner: Character
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}
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------------------------------------------------------------
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@ -48,22 +70,13 @@ rule HealingObjectHealsCharacter {
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requires: character.status = alive
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requires: amount >= 0
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let objectRemaining = object.health
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let characterMax = Level.maxHealthForLevel(character.level)
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let characterHeadroom = characterMax - character.health
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let actualHeal = min(amount, objectRemaining, characterHeadroom)
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ensures:
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if actualHeal > 0:
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character.health = character.health + actualHeal
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object.health = object.health - actualHeal
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if object.health = 0:
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character.health.value = character.health.value + min(amount, object.health.value, Level.maxHealthForLevel(character.level) - character.health.value)
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object.health.value = object.health.value - min(amount, object.health.value, Level.maxHealthForLevel(character.level) - character.health.value)
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if object.health.value = 0:
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object.status = destroyed
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else:
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object.status = alive
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else:
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character.health = character.health
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object.health = object.health
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}
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rule HealingObjectDestroyedCannotHeal {
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@ -72,8 +85,8 @@ rule HealingObjectDestroyedCannotHeal {
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requires: object.status = destroyed
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ensures:
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character.health = character.health
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object.health = object.health
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character.health.value = character.health.value
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object.health.value = object.health.value
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}
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rule DeadCannotUseHealingObject {
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@ -82,8 +95,8 @@ rule DeadCannotUseHealingObject {
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requires: character.status = dead
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ensures:
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character.health = character.health
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object.health = object.health
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character.health.value = character.health.value
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object.health.value = object.health.value
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}
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rule HealingObjectZeroHealIsNoOp {
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@ -92,11 +105,11 @@ rule HealingObjectZeroHealIsNoOp {
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requires: object.status = alive
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requires: character.status = alive
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requires: amount >= 0
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requires: min(amount, object.health, Level.maxHealthForLevel(character.level) - character.health) = 0
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requires: min(amount, object.health.value, Level.maxHealthForLevel(character.level) - character.health.value) = 0
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ensures:
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character.health = character.health
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object.health = object.health
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character.health.value = character.health.value
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object.health.value = object.health.value
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}
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rule MagicalWeaponDealsDamage {
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@ -107,11 +120,9 @@ rule MagicalWeaponDealsDamage {
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requires: owner = weapon.owner
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ensures:
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target.health = max(0, target.health - weapon.damage)
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if target.health = 0:
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target.status = dead
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weapon.health = weapon.health - 1
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if weapon.health = 0:
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target.health.value = max(0, target.health.value - weapon.damage)
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weapon.health.value = weapon.health.value - 1
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if weapon.health.value = 0:
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weapon.status = destroyed
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else:
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weapon.status = alive
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@ -123,8 +134,8 @@ rule DeadCannotUseWeapon {
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requires: owner.status = dead
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ensures:
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target.health = target.health
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weapon.health = weapon.health
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target.health.value = target.health.value
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weapon.health.value = weapon.health.value
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}
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rule NonOwnerCannotUseWeapon {
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@ -133,8 +144,8 @@ rule NonOwnerCannotUseWeapon {
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requires: thief != weapon.owner
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ensures:
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target.health = target.health
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weapon.health = weapon.health
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target.health.value = target.health.value
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weapon.health.value = weapon.health.value
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}
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rule WeaponDestroyedCannotDealDamage {
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@ -143,8 +154,8 @@ rule WeaponDestroyedCannotDealDamage {
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requires: weapon.status = destroyed
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ensures:
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target.health = target.health
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weapon.health = weapon.health
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target.health.value = target.health.value
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weapon.health.value = weapon.health.value
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}
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------------------------------------------------------------
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@ -153,30 +164,20 @@ rule WeaponDestroyedCannotDealDamage {
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invariant MagicalObjectHealthNonNegative {
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for m in MagicalObjects:
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m.health >= 0
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m.health.value >= 0
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}
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invariant MagicalObjectHealthNeverExceedsMax {
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for m in MagicalObjects:
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m.health <= m.maxHealth
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m.health.value <= m.maxHealth
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}
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invariant MagicalObjectDestroyedAtZeroHealth {
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for m in MagicalObjects:
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m.health = 0 implies m.status = destroyed
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m.health.value = 0 implies m.status = destroyed
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}
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invariant MagicalObjectAliveAtPositiveHealth {
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for m in MagicalObjects:
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m.health > 0 implies m.status = alive
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}
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invariant HealingObjectDoesNotDealDamage {
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for h in HealingObjects, t in Characters:
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not exists amount: CharacterUsesHealingObject(t, h, amount) implies t.health >= t.health
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}
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invariant MagicalWeaponCannotGiveHealth {
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for w in MagicalWeapons, c in Characters:
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not exists target: CharacterUsesWeapon(c, w, target) implies target.health <= target.health
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m.health.value > 0 implies m.status = alive
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}
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@ -54,21 +54,22 @@ describe('ChangingLevel', () => {
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fc.assert(
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fc.property(
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fc.integer({ min: 1, max: 9 }),
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fc.integer({ min: 1, max: 10000 }),
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fc.integer({ min: 1, max: 10000 }),
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fc.integer({ min: 1, max: 500 }),
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fc.integer({ min: 1, max: 500 }),
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(level, dmg1, dmg2) => {
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const currentLevel = Level.create(level);
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const targetLevel = Level.create(level + 1);
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const threshold = 1000 * (level + 1) * (level + 2) / 2;
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const threshold = Level.damageThresholdForLevel(level + 1);
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const total = dmg1 + dmg2;
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// If total damage meets threshold, level should increase
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if (total >= threshold) {
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// Only test when total meets threshold AND target survives
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// Target starts with 1000 health, needs health > total after damage
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if (total >= threshold && total < 1000) {
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const attacker = Character.create({ name: 'a', level: Level.create(1) });
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const target = Character.create({ name: 't', level: currentLevel });
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const afterFirst = attacker.dealDamage(target, Damage.create(dmg1));
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const afterSecond = attacker.dealDamage(afterFirst, Damage.create(dmg2));
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return afterSecond.level.value === Math.min(10, level + 1);
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const expectedLevel = Math.min(10, level + 1);
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return afterSecond.level.value === expectedLevel;
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}
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return true; // skip non-applicable cases
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},
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@ -78,25 +79,26 @@ describe('ChangingLevel', () => {
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});
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describe('LevelUpFromFaction (property)', () => {
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it('property: faction count triggers level-up at threshold', () => {
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it('property: faction count triggers level-up at thresholds', () => {
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fc.assert(
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fc.property(
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fc.integer({ min: 1, max: 9 }),
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fc.integer({ min: 1, max: 100 }),
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fc.integer({ min: 1, max: 100 }),
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(level, join1, join2) => {
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const threshold = 3 * (level + 1);
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const total = join1 + join2;
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fc.integer({ min: 1, max: 30 }),
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(level, totalFactions) => {
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// Compute expected level: how many thresholds are crossed?
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let currentLevel = level;
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for (let f = 1; f <= totalFactions; f++) {
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if (f >= 3 * (currentLevel + 1) && currentLevel < 10) {
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currentLevel++;
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}
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}
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if (total >= threshold) {
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const hero = Character.create({ name: 'hero', level: Level.create(level) });
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let char = hero;
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for (let i = 0; i < total; i++) {
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for (let i = 0; i < totalFactions; i++) {
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char = char.joinFaction(Faction.create(`faction-${i}`));
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}
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return char.level.value === Math.min(10, level + 1);
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}
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return true; // skip non-applicable cases
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return char.level.value === currentLevel;
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},
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),
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);
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@ -107,9 +109,12 @@ describe('ChangingLevel', () => {
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it('property: totalDamageTaken accumulates across multiple damage events', () => {
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fc.assert(
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fc.property(
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fc.array(fc.integer({ min: 1, max: 5000 }), { minLength: 2, maxLength: 10 }),
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fc.array(fc.integer({ min: 1, max: 200 }), { minLength: 2, maxLength: 10 }),
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(damageEvents) => {
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const expectedTotal = damageEvents.reduce((sum, d) => sum + d, 0);
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// Ensure target survives: total damage must be < 1000 (starting health)
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if (expectedTotal >= 1000) return true;
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const attacker = Character.create({ name: 'a', level: Level.create(1) });
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const target = Character.create({ name: 't', level: Level.create(1) });
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@ -6,7 +6,7 @@
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*/
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import { Health } from '../value-objects/Health.ts';
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import { Level } from '../value-objects/Level.ts';
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import type { Damage } from '../value-objects/Damage.ts';
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import { Damage } from '../value-objects/Damage.ts';
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import type { Status } from '../value-objects/Status.ts';
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import { StatusAlive, StatusDead } from '../value-objects/Status.ts';
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import type { CharacterState } from './CharacterState.ts';
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@ -49,6 +49,8 @@ export class Character {
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status: StatusAlive,
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level,
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factions: new Set(),
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totalDamageTaken: Damage.create(0),
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factionsJoined: new Set(),
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};
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return new Character(state);
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}
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@ -61,6 +63,8 @@ export class Character {
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status: StatusAlive,
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level,
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factions: new Set(),
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totalDamageTaken: Damage.create(0),
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factionsJoined: new Set(),
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};
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return new Character(state);
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}
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@ -78,6 +82,8 @@ export class Character {
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status,
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level,
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factions: new Set(),
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totalDamageTaken: Damage.create(0),
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factionsJoined: new Set(),
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};
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return new Character(state);
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}
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@ -102,6 +108,14 @@ export class Character {
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return this.#state.factions;
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}
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get totalDamageTaken(): Damage {
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return this.#state.totalDamageTaken;
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}
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get factionsJoined(): ReadonlySet<Faction> {
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return this.#state.factionsJoined;
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}
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/**
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* Check if this character is an ally of another.
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* Two characters are allies if they share at least one faction.
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@ -123,12 +137,24 @@ export class Character {
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if (this.status.kind === 'dead') return this;
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const newFactions = new Set(this.#state.factions);
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newFactions.add(faction);
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const newFactionsJoined = new Set(this.#state.factionsJoined);
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newFactionsJoined.add(faction);
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// Level-up from faction count
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let newLevel = this.level;
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if (newFactionsJoined.size >= 3 * (newLevel.value + 1)) {
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newLevel = Level.create(Math.min(10, newLevel.value + 1));
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}
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return new Character({
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name: this.name,
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health: this.health,
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status: this.status,
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level: this.level,
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level: newLevel,
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factions: newFactions,
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totalDamageTaken: this.totalDamageTaken,
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factionsJoined: newFactionsJoined,
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});
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}
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@ -148,6 +174,8 @@ export class Character {
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status: this.status,
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level: this.level,
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factions: newFactions,
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totalDamageTaken: this.totalDamageTaken,
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factionsJoined: this.factionsJoined,
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});
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}
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@ -170,6 +198,8 @@ export class Character {
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status: ally.status,
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level: ally.level,
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factions: ally.factions,
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totalDamageTaken: ally.totalDamageTaken,
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factionsJoined: ally.factionsJoined,
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});
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}
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@ -197,12 +227,26 @@ export class Character {
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// Reduce health by the (possibly modified) damage amount
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const newHealth = target.health.sub(actualDamage);
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const newStatus = newHealth.value === 0 ? StatusDead : StatusAlive;
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// Level-up from cumulative damage
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let newLevel = target.level;
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const newTotalDamage = target.totalDamageTaken.add(Damage.create(actualDamage));
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if (newStatus.kind === 'alive') {
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const threshold = Level.damageThresholdForLevel(newLevel.value + 1);
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if (newTotalDamage.value >= threshold) {
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newLevel = Level.create(Math.min(10, newLevel.value + 1));
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}
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}
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return new Character({
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name: target.name,
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health: newHealth,
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status: newStatus,
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level: target.level,
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level: newLevel,
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factions: target.factions,
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totalDamageTaken: newTotalDamage,
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factionsJoined: target.factionsJoined,
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});
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}
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@ -224,6 +268,8 @@ export class Character {
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status: this.status,
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level: this.level,
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factions: this.factions,
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totalDamageTaken: this.totalDamageTaken,
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factionsJoined: this.factionsJoined,
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});
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}
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@ -37,6 +37,6 @@ export class Level {
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* Formula: 1000 * N * (N+1) / 2
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*/
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static damageThresholdForLevel(level: number): number {
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return 1000 * level * (level + 1) / 2;
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return (1000 * level * (level + 1)) / 2;
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}
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}
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