b451f83174
Captures the pre-Godot-port state of the codebase. This is the rollback anchor for the Godot port (M0 of theriapolis-rpg-implementation-plan-godot-port.md). All Phase 0 through Phase 6.5 work is included; Phase 7 is in flight. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
52 lines
1.7 KiB
C#
52 lines
1.7 KiB
C#
namespace Theriapolis.Core.Rules.Stats;
|
|
|
|
/// <summary>
|
|
/// Status effects applied during combat or by environment. Phase 5 ships
|
|
/// the most common subset; the enum is open-ended for additions in later
|
|
/// phases without renumbering existing values.
|
|
/// </summary>
|
|
public enum Condition : byte
|
|
{
|
|
None = 0,
|
|
Prone = 1,
|
|
Frightened = 2,
|
|
Restrained = 3,
|
|
Grappled = 4,
|
|
Dazed = 5,
|
|
Blinded = 6,
|
|
Stunned = 7,
|
|
Unconscious = 8,
|
|
Charmed = 9,
|
|
Poisoned = 10,
|
|
Deafened = 11,
|
|
Invisible = 12,
|
|
Petrified = 13,
|
|
Incapacitated = 14,
|
|
/// <summary>1..6 levels per d20; tracked separately on Character.ExhaustionLevel rather than as a binary flag.</summary>
|
|
Exhausted = 15,
|
|
}
|
|
|
|
public static class ConditionExtensions
|
|
{
|
|
public static Condition FromJson(string raw) => raw.ToLowerInvariant() switch
|
|
{
|
|
"none" => Condition.None,
|
|
"prone" => Condition.Prone,
|
|
"frightened" => Condition.Frightened,
|
|
"restrained" => Condition.Restrained,
|
|
"grappled" => Condition.Grappled,
|
|
"dazed" => Condition.Dazed,
|
|
"blinded" => Condition.Blinded,
|
|
"stunned" => Condition.Stunned,
|
|
"unconscious" => Condition.Unconscious,
|
|
"charmed" => Condition.Charmed,
|
|
"poisoned" => Condition.Poisoned,
|
|
"deafened" => Condition.Deafened,
|
|
"invisible" => Condition.Invisible,
|
|
"petrified" => Condition.Petrified,
|
|
"incapacitated" => Condition.Incapacitated,
|
|
"exhausted" => Condition.Exhausted,
|
|
_ => throw new ArgumentException($"Unknown condition: '{raw}'"),
|
|
};
|
|
}
|