"use strict";
Object.defineProperty(exports, "__esModule", { value: true });
exports.HealthType = void 0;
/**
 * This represents the type of health that is either given or taken away from a player. Note that we
 * cannot use the `HeartSubType` enum for this purpose this since it has no value for broken hearts
 * or max hearts.
 */
var HealthType;
(function (HealthType) {
    HealthType[HealthType["RED"] = 0] = "RED";
    HealthType[HealthType["SOUL"] = 1] = "SOUL";
    HealthType[HealthType["ETERNAL"] = 2] = "ETERNAL";
    HealthType[HealthType["BLACK"] = 3] = "BLACK";
    HealthType[HealthType["GOLDEN"] = 4] = "GOLDEN";
    HealthType[HealthType["BONE"] = 5] = "BONE";
    HealthType[HealthType["ROTTEN"] = 6] = "ROTTEN";
    HealthType[HealthType["BROKEN"] = 7] = "BROKEN";
    HealthType[HealthType["MAX_HEARTS"] = 8] = "MAX_HEARTS";
})(HealthType || (exports.HealthType = HealthType = {}));
