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@ffxiv-teamcraft/simulator

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"use strict"; var __extends = (this && this.__extends) || (function () { var extendStatics = function (d, b) { extendStatics = Object.setPrototypeOf || ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || function (d, b) { for (var p in b) if (Object.prototype.hasOwnProperty.call(b, p)) d[p] = b[p]; }; return extendStatics(d, b); }; return function (d, b) { if (typeof b !== "function" && b !== null) throw new TypeError("Class extends value " + String(b) + " is not a constructor or null"); extendStatics(d, b); function __() { this.constructor = d; } d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); }; })(); Object.defineProperty(exports, "__esModule", { value: true }); exports.ProgressAction = void 0; var general_action_1 = require("./general-action"); var action_type_1 = require("./action-type"); var buff_enum_1 = require("../buff.enum"); var step_state_1 = require("../step-state"); var ProgressAction = /** @class */ (function (_super) { __extends(ProgressAction, _super); function ProgressAction() { return _super !== null && _super.apply(this, arguments) || this; } ProgressAction.prototype.getType = function () { return action_type_1.ActionType.PROGRESSION; }; ProgressAction.prototype.execute = function (simulation) { var buffMod = this.getBaseBonus(simulation); var conditionMod = this.getBaseCondition(simulation); var potency = this.getPotency(simulation); var progressionIncrease = Math.floor(this.getBaseProgression(simulation)); switch (simulation.state) { case step_state_1.StepState.MALLEABLE: conditionMod *= 1.5; break; default: break; } if (simulation.hasBuff(buff_enum_1.Buff.MUSCLE_MEMORY)) { buffMod += 1; simulation.removeBuff(buff_enum_1.Buff.MUSCLE_MEMORY); } if (simulation.hasBuff(buff_enum_1.Buff.VENERATION)) { buffMod += 0.5; } var efficiency = potency * buffMod; simulation.progression += Math.floor((progressionIncrease * conditionMod * efficiency) / 100); if (simulation.hasBuff(buff_enum_1.Buff.FINAL_APPRAISAL) && simulation.progression >= simulation.recipe.progress) { simulation.progression = Math.min(simulation.progression, simulation.recipe.progress - 1); simulation.removeBuff(buff_enum_1.Buff.FINAL_APPRAISAL); } }; return ProgressAction; }(general_action_1.GeneralAction)); exports.ProgressAction = ProgressAction; //# sourceMappingURL=progress-action.js.map