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borderlands2

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Borderlands 2 weapon damage and DPS calculation library

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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 (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