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0ad/binaries/data/mods/public/globalscripts/StatusEffects.js
T
Freagarach 876b035336 Allow resistances to StatusEffects.
Differential Revision: D2908
Reviewed by: @wraitii
Comments by: @bb.
This was SVN commit r24162.
2020-11-11 20:07:30 +00:00

69 lines
1.6 KiB
JavaScript

/**
* This class provides a cache for accessing status effects metadata stored in JSON files.
* Note that status effects need not be defined in JSON files to be handled in-game.
* This class must be initialised before using, as initialising it directly in globalscripts would
* introduce disk I/O every time e.g. a GUI page is loaded.
*/
class StatusEffectsMetadata
{
constructor()
{
this.statusEffectData = {};
let files = Engine.ListDirectoryFiles("simulation/data/status_effects", "*.json", false);
for (let filename of files)
{
let data = Engine.ReadJSONFile(filename);
if (!data)
continue;
if (data.code in this.statusEffectData)
{
error("Encountered two status effects with the code " + data.code);
continue;
}
this.statusEffectData[data.code] = {
"applierTooltip": data.applierTooltip || "",
"code": data.code,
"icon": data.icon || "default",
"statusName": data.statusName || "data.code",
"receiverTooltip": data.receiverTooltip || ""
};
}
}
/**
* @param {string} code - The code of the Status Effect.
* @return {Object} - The JSON data corresponding to the code.
*/
getData(code)
{
if (this.statusEffectData[code])
return this.statusEffectData[code];
warn("No status effects data found for: " + code + ".");
return {};
}
getApplierTooltip(code)
{
return this.getData(code).applierTooltip;
}
getIcon(code)
{
return this.getData(code).icon;
}
getName(code)
{
return this.getData(code).statusName;
}
getReceiverTooltip(code)
{
return this.getData(code).receiverTooltip;
}
}