pokerogue/src/data/weather.ts

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import { Biome } from "./enums/biome";
import { getPokemonMessage, getPokemonPrefix } from "../messages";
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import Pokemon from "../field/pokemon";
import { Type } from "./type";
import Move, { AttackMove } from "./move";
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import * as Utils from "../utils";
import BattleScene from "../battle-scene";
import { SuppressWeatherEffectAbAttr } from "./ability";
import { TerrainType } from "./terrain";
import i18next from "i18next";
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export enum WeatherType {
NONE,
SUNNY,
RAIN,
SANDSTORM,
HAIL,
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SNOW,
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FOG,
HEAVY_RAIN,
HARSH_SUN,
STRONG_WINDS
}
export class Weather {
public weatherType: WeatherType;
public turnsLeft: integer;
constructor(weatherType: WeatherType, turnsLeft?: integer) {
this.weatherType = weatherType;
this.turnsLeft = !this.isImmutable() ? turnsLeft || 0 : 0;
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}
lapse(): boolean {
if (this.isImmutable())
return true;
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if (this.turnsLeft)
return !!--this.turnsLeft;
return true;
}
isImmutable(): boolean {
switch (this.weatherType) {
case WeatherType.HEAVY_RAIN:
case WeatherType.HARSH_SUN:
case WeatherType.STRONG_WINDS:
return true;
}
return false;
}
isDamaging(): boolean {
switch (this.weatherType) {
case WeatherType.SANDSTORM:
case WeatherType.HAIL:
return true;
}
return false;
}
isTypeDamageImmune(type: Type): boolean {
switch (this.weatherType) {
case WeatherType.SANDSTORM:
return type === Type.GROUND || type === Type.ROCK || type === Type.STEEL;
case WeatherType.HAIL:
return type === Type.ICE;
}
return false;
}
getAttackTypeMultiplier(attackType: Type): number {
switch (this.weatherType) {
case WeatherType.SUNNY:
case WeatherType.HARSH_SUN:
if (attackType === Type.FIRE)
return 1.5;
if (attackType === Type.WATER)
return 0.5;
break;
case WeatherType.RAIN:
case WeatherType.HEAVY_RAIN:
if (attackType === Type.FIRE)
return 0.5;
if (attackType === Type.WATER)
return 1.5;
break;
}
return 1;
}
isMoveWeatherCancelled(move: Move): boolean {
switch (this.weatherType) {
case WeatherType.HARSH_SUN:
return move instanceof AttackMove && move.type === Type.WATER;
case WeatherType.HEAVY_RAIN:
return move instanceof AttackMove && move.type === Type.FIRE;
}
return false;
}
isEffectSuppressed(scene: BattleScene): boolean {
const field = scene.getField(true);
for (let pokemon of field) {
let suppressWeatherEffectAbAttr = pokemon.getAbility().getAttrs(SuppressWeatherEffectAbAttr).find(() => true) as SuppressWeatherEffectAbAttr;
if (!suppressWeatherEffectAbAttr)
suppressWeatherEffectAbAttr = pokemon.hasPassive() ? pokemon.getPassiveAbility().getAttrs(SuppressWeatherEffectAbAttr).find(() => true) as SuppressWeatherEffectAbAttr : null;
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if (suppressWeatherEffectAbAttr && (!this.isImmutable() || suppressWeatherEffectAbAttr.affectsImmutable))
return true;
}
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return false;
}
}
export function getWeatherStartMessage(weatherType: WeatherType): string {
switch (weatherType) {
case WeatherType.SUNNY:
return i18next.t('weather:sunnyStartMessage');
case WeatherType.RAIN:
return i18next.t('weather:rainStartMessage');
case WeatherType.SANDSTORM:
return i18next.t('weather:sandstormStartMessage');
case WeatherType.HAIL:
return i18next.t('weather:hailStartMessage');
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case WeatherType.SNOW:
return i18next.t('weather:snowStartMessage');
case WeatherType.FOG:
return i18next.t('weather:fogStartMessage');
case WeatherType.HEAVY_RAIN:
return i18next.t('weather:heavyRainStartMessage');
case WeatherType.HARSH_SUN:
return i18next.t('weather:harshSunStartMessage');
case WeatherType.STRONG_WINDS:
return i18next.t('weather:strongWindsStartMessage');
}
return null;
}
export function getWeatherLapseMessage(weatherType: WeatherType): string {
switch (weatherType) {
case WeatherType.SUNNY:
return i18next.t('weather:sunnyLapseMessage');
case WeatherType.RAIN:
return i18next.t('weather:rainLapseMessage');
case WeatherType.SANDSTORM:
return i18next.t('weather:sandstormLapseMessage');
case WeatherType.HAIL:
return i18next.t('weather:hailLapseMessage');
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case WeatherType.SNOW:
return i18next.t('weather:snowLapseMessage');
case WeatherType.FOG:
return i18next.t('weather:fogLapseMessage');
case WeatherType.HEAVY_RAIN:
return i18next.t('weather:heavyRainLapseMessage');
case WeatherType.HARSH_SUN:
return i18next.t('weather:harshSunLapseMessage');
case WeatherType.STRONG_WINDS:
return i18next.t('weather:strongWindsLapseMessage');
}
return null;
}
export function getWeatherDamageMessage(weatherType: WeatherType, pokemon: Pokemon): string {
switch (weatherType) {
case WeatherType.SANDSTORM:
return i18next.t('weather:sandstormDamageMessage', {pokemonPrefix: getPokemonPrefix(pokemon), pokemonName: pokemon.name});
case WeatherType.HAIL:
return i18next.t('weather:hailDamageMessage', {pokemonPrefix: getPokemonPrefix(pokemon), pokemonName: pokemon.name});
}
return null;
}
export function getWeatherClearMessage(weatherType: WeatherType): string {
switch (weatherType) {
case WeatherType.SUNNY:
return i18next.t('weather:sunnyClearMessage');
case WeatherType.RAIN:
return i18next.t('weather:rainClearMessage');
case WeatherType.SANDSTORM:
return i18next.t('weather:sandstormClearMessage');
case WeatherType.HAIL:
return i18next.t('weather:hailClearMessage');
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case WeatherType.SNOW:
return i18next.t('weather:snowClearMessage');
case WeatherType.FOG:
return i18next.t('weather:fogClearMessage');
case WeatherType.HEAVY_RAIN:
return i18next.t('weather:heavyRainClearMessage');
case WeatherType.HARSH_SUN:
return i18next.t('weather:harshSunClearMessage');
case WeatherType.STRONG_WINDS:
return i18next.t('weather:strongWindsClearMessage');
}
return null;
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}
export function getTerrainStartMessage(terrainType: TerrainType): string {
switch (terrainType) {
case TerrainType.MISTY:
return 'Mist swirled around the battlefield!';
case TerrainType.ELECTRIC:
return 'An electric current ran across the battlefield!';
case TerrainType.GRASSY:
return 'Grass grew to cover the battlefield!';
case TerrainType.PSYCHIC:
return 'The battlefield got weird!';
}
}
export function getTerrainClearMessage(terrainType: TerrainType): string {
switch (terrainType) {
case TerrainType.MISTY:
return 'The mist disappeared from the battlefield.';
case TerrainType.ELECTRIC:
return 'The electricity disappeared from the battlefield.';
case TerrainType.GRASSY:
return 'The grass disappeared from the battlefield.';
case TerrainType.PSYCHIC:
return 'The weirdness disappeared from the battlefield!';
}
}
export function getTerrainBlockMessage(pokemon: Pokemon, terrainType: TerrainType): string {
if (terrainType === TerrainType.MISTY)
return getPokemonMessage(pokemon, ` surrounds itself with a protective mist!`);
return getPokemonMessage(pokemon, ` is protected by the ${Utils.toReadableString(TerrainType[terrainType])} Terrain!`);
}
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interface WeatherPoolEntry {
weatherType: WeatherType;
weight: integer;
}
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export function getRandomWeatherType(arena: any /* Importing from arena causes a circular dependency */): WeatherType {
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let weatherPool: WeatherPoolEntry[] = [];
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const hasSun = arena.getTimeOfDay() < 2;
switch (arena.biomeType) {
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case Biome.GRASS:
weatherPool = [
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{ weatherType: WeatherType.NONE, weight: 7 }
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];
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if (hasSun)
weatherPool.push({ weatherType: WeatherType.SUNNY, weight: 3 });
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break;
case Biome.TALL_GRASS:
weatherPool = [
{ weatherType: WeatherType.NONE, weight: 8 },
{ weatherType: WeatherType.RAIN, weight: 5 },
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];
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if (hasSun)
weatherPool.push({ weatherType: WeatherType.SUNNY, weight: 8 });
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break;
case Biome.FOREST:
weatherPool = [
{ weatherType: WeatherType.NONE, weight: 8 },
{ weatherType: WeatherType.RAIN, weight: 5 }
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];
break;
case Biome.SEA:
weatherPool = [
{ weatherType: WeatherType.NONE, weight: 3 },
{ weatherType: WeatherType.RAIN, weight: 12 }
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];
break;
case Biome.SWAMP:
weatherPool = [
{ weatherType: WeatherType.NONE, weight: 3 },
{ weatherType: WeatherType.RAIN, weight: 4 },
{ weatherType: WeatherType.FOG, weight: 1 }
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];
break;
case Biome.BEACH:
weatherPool = [
{ weatherType: WeatherType.NONE, weight: 8 },
{ weatherType: WeatherType.RAIN, weight: 3 }
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];
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if (hasSun)
weatherPool.push({ weatherType: WeatherType.SUNNY, weight: 5 });
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break;
case Biome.LAKE:
weatherPool = [
{ weatherType: WeatherType.NONE, weight: 10 },
{ weatherType: WeatherType.RAIN, weight: 5 },
{ weatherType: WeatherType.FOG, weight: 1 }
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];
break;
case Biome.SEABED:
weatherPool = [
{ weatherType: WeatherType.RAIN, weight: 1 }
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];
break;
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case Biome.BADLANDS:
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weatherPool = [
{ weatherType: WeatherType.NONE, weight: 8 },
{ weatherType: WeatherType.SANDSTORM, weight: 2 }
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];
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if (hasSun)
weatherPool.push({ weatherType: WeatherType.SUNNY, weight: 5 });
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break;
case Biome.DESERT:
weatherPool = [
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{ weatherType: WeatherType.SANDSTORM, weight: 2 }
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];
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if (hasSun)
weatherPool.push({ weatherType: WeatherType.SUNNY, weight: 2 });
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break;
case Biome.ICE_CAVE:
weatherPool = [
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{ weatherType: WeatherType.NONE, weight: 3 },
{ weatherType: WeatherType.SNOW, weight: 4 },
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{ weatherType: WeatherType.HAIL, weight: 1 }
];
break;
case Biome.MEADOW:
weatherPool = [
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{ weatherType: WeatherType.NONE, weight: 2 }
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];
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if (hasSun)
weatherPool.push({ weatherType: WeatherType.SUNNY, weight: 2 });
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case Biome.VOLCANO:
weatherPool = [
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{ weatherType: hasSun ? WeatherType.SUNNY : WeatherType.NONE, weight: 1 }
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];
break;
case Biome.GRAVEYARD:
weatherPool = [
{ weatherType: WeatherType.NONE, weight: 3 },
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{ weatherType: WeatherType.FOG, weight: 1 }
];
break;
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case Biome.JUNGLE:
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weatherPool = [
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{ weatherType: WeatherType.NONE, weight: 8 },
{ weatherType: WeatherType.RAIN, weight: 2 }
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];
break;
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case Biome.SNOWY_FOREST:
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weatherPool = [
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{ weatherType: WeatherType.SNOW, weight: 7 },
{ weatherType: WeatherType.HAIL, weight: 1 }
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];
break;
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case Biome.ISLAND:
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weatherPool = [
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{ weatherType: WeatherType.NONE, weight: 5 },
{ weatherType: WeatherType.RAIN, weight: 1 },
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];
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if (hasSun)
weatherPool.push({ weatherType: WeatherType.SUNNY, weight: 2 });
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break;
}
if (weatherPool.length > 1) {
let totalWeight = 0;
weatherPool.forEach(w => totalWeight += w.weight);
const rand = Utils.randSeedInt(totalWeight);
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let w = 0;
for (let weather of weatherPool) {
w += weather.weight;
if (rand < w)
return weather.weatherType;
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}
}
return weatherPool.length
? weatherPool[0].weatherType
: WeatherType.NONE;
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}