borderlands2
Version:
Borderlands 2 weapon damage and DPS calculation library
35 lines • 1.46 kB
JavaScript
;
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 (b.hasOwnProperty(p)) d[p] = b[p]; };
return extendStatics(d, b);
};
return function (d, b) {
extendStatics(d, b);
function __() { this.constructor = d; }
d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());
};
})();
Object.defineProperty(exports, "__esModule", { value: true });
var gear_1 = require("./gear");
var gear_type_1 = require("./gear_type");
// this kind of sucks because the Weapon Specific Gear object is now
// possible here.
// polymorphism is great, but we have a tree of scenarios that could be
// possible...we'll need to use a strategy or fly weight pattern
var ClassMod = /** @class */ (function (_super) {
__extends(ClassMod, _super);
function ClassMod(stats, skills) {
var _this = _super.call(this, gear_type_1.GearType.ClassMod, stats) || this;
_this.skills = skills !== null && skills !== void 0 ? skills : [];
return _this;
}
ClassMod.prototype.getSkills = function () {
return this.skills;
};
return ClassMod;
}(gear_1.Gear));
exports.ClassMod = ClassMod;
//# sourceMappingURL=class_mod.js.map