pokerogue/src/battle-scene.ts

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import Phaser from "phaser";
import UI from "./ui/ui";
import { NextEncounterPhase, NewBiomeEncounterPhase, SelectBiomePhase, MessagePhase, TurnInitPhase, ReturnPhase, LevelCapPhase, ShowTrainerPhase, LoginPhase, MovePhase, TitlePhase, SwitchPhase } from "./phases";
import Pokemon, { PlayerPokemon, EnemyPokemon } from "./field/pokemon";
import PokemonSpecies, { PokemonSpeciesFilter, allSpecies, getPokemonSpecies } from "./data/pokemon-species";
import {Constructor, isNullOrUndefined} from "#app/utils";
import * as Utils from "./utils";
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import { Modifier, ModifierBar, ConsumablePokemonModifier, ConsumableModifier, PokemonHpRestoreModifier, HealingBoosterModifier, PersistentModifier, PokemonHeldItemModifier, ModifierPredicate, DoubleBattleChanceBoosterModifier, FusePokemonModifier, PokemonFormChangeItemModifier, TerastallizeModifier, overrideModifiers, overrideHeldItems } from "./modifier/modifier";
import { PokeballType } from "./data/pokeball";
import { initCommonAnims, initMoveAnim, loadCommonAnimAssets, loadMoveAnimAssets, populateAnims } from "./data/battle-anims";
import { Phase } from "./phase";
import { initGameSpeed } from "./system/game-speed";
import { Arena, ArenaBase } from "./field/arena";
import { GameData } from "./system/game-data";
import { TextStyle, addTextObject, getTextColor } from "./ui/text";
import { allMoves } from "./data/move";
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import { ModifierPoolType, getDefaultModifierTypeForTier, getEnemyModifierTypesForWave, getLuckString, getLuckTextTint, getModifierPoolForType, getPartyLuckValue, PokemonHeldItemModifierType } from "./modifier/modifier-type";
import AbilityBar from "./ui/ability-bar";
import { BlockItemTheftAbAttr, DoubleBattleChanceAbAttr, IncrementMovePriorityAbAttr, PostBattleInitAbAttr, applyAbAttrs, applyPostBattleInitAbAttrs } from "./data/ability";
import { allAbilities } from "./data/ability";
Add Challenges (#1459) * Initial challenge framework * Add type localisation * Change how challenges are tracked Also fixes the difficulty total text * MVP Renames challenge types, temporarily hides difficulty, and implements challenge saving. * Attempt to fix one legal pokemon in a double battle * Make monotype ignore type changing effects * Make isOfType correctly detect normal types * Try to fix double battles again * Make challenge function more like classic * Add helper function for fainted or not allowed * Add framework for fresh start challenge and improve comments * Try to fix evolution issues * Make form changing items only usable from rewards screen * Update localisation * Additional localisation change * Add achievements for completing challenges * Fix initialisation bug with challenge achievements * Add support for gamemode specific fixed battles Also make monogen challenges face the e4 of their generation * Add better support for mobile in challenges * Localise illegal evolution/form change message * Update achievement names * Make alternate forms count for monogen * Update monotype achievement icons * Add more comments * Improve comments * Fix mid battle form changes * Reorder mode list * Remove currently unused localisation entry * Add type overrides for monotype challenges Meloetta always counts for psychic and castform always counts for normal * Change how form changes are handled Now attempts a switch at the start of each turn instead of immediately * Add start button to challenge select screen * Make starter select back out to challenge screen if using challenges * Fix daily runs * Update tests to new game mode logic
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import Battle, { BattleType, FixedBattleConfig } from "./battle";
import { GameMode, GameModes, getGameMode } from "./game-mode";
import FieldSpritePipeline from "./pipelines/field-sprite";
import SpritePipeline from "./pipelines/sprite";
import PartyExpBar from "./ui/party-exp-bar";
import { TrainerSlot, trainerConfigs } from "./data/trainer-config";
import Trainer, { TrainerVariant } from "./field/trainer";
import TrainerData from "./system/trainer-data";
import SoundFade from "phaser3-rex-plugins/plugins/soundfade";
import { pokemonPrevolutions } from "./data/pokemon-evolutions";
import PokeballTray from "./ui/pokeball-tray";
import InvertPostFX from "./pipelines/invert";
import { Achv, ModifierAchv, MoneyAchv, achvs } from "./system/achv";
import { Voucher, vouchers } from "./system/voucher";
import { Gender } from "./data/gender";
import UIPlugin from "phaser3-rex-plugins/templates/ui/ui-plugin";
import { addUiThemeOverrides } from "./ui/ui-theme";
import PokemonData from "./system/pokemon-data";
import { Nature } from "./data/nature";
import { SpeciesFormChangeManualTrigger, SpeciesFormChangeTimeOfDayTrigger, SpeciesFormChangeTrigger, pokemonFormChanges } from "./data/pokemon-forms";
import { FormChangePhase, QuietFormChangePhase } from "./form-change-phase";
import { getTypeRgb } from "./data/type";
import PokemonSpriteSparkleHandler from "./field/pokemon-sprite-sparkle-handler";
import CharSprite from "./ui/char-sprite";
import DamageNumberHandler from "./field/damage-number-handler";
import PokemonInfoContainer from "./ui/pokemon-info-container";
import { biomeDepths, getBiomeName } from "./data/biomes";
import { SceneBase } from "./scene-base";
import CandyBar from "./ui/candy-bar";
import { Variant, variantData } from "./data/variant";
import { Localizable } from "#app/interfaces/locales";
import * as Overrides from "./overrides";
import {InputsController} from "./inputs-controller";
import {UiInputs} from "./ui-inputs";
import { NewArenaEvent } from "./events/battle-scene";
import ArenaFlyout from "./ui/arena-flyout";
import { EaseType } from "#enums/ease-type";
import { Abilities } from "#enums/abilities";
import { BattleSpec } from "#enums/battle-spec";
import { BattleStyle } from "#enums/battle-style";
import { Biome } from "#enums/biome";
import { ExpNotification } from "#enums/exp-notification";
import { MoneyFormat } from "#enums/money-format";
import { Moves } from "#enums/moves";
import { PlayerGender } from "#enums/player-gender";
import { Species } from "#enums/species";
import { UiTheme } from "#enums/ui-theme";
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import { TimedEventManager } from "#app/timed-event-manager.js";
import i18next from "i18next";
import IMysteryEncounter, { MysteryEncounterTier, MysteryEncounterVariant } from "./data/mystery-encounters/mystery-encounter";
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import { mysteryEncountersByBiome, allMysteryEncounters, BASE_MYSTERY_ENCOUNTER_SPAWN_WEIGHT, AVERAGE_ENCOUNTERS_PER_RUN_TARGET, WIGHT_INCREMENT_ON_SPAWN_MISS } from "./data/mystery-encounters/mystery-encounters";
import { MysteryEncounterData } from "#app/data/mystery-encounters/mystery-encounter-data";
import { MysteryEncounterType } from "#enums/mystery-encounter-type";
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export const bypassLogin = import.meta.env.VITE_BYPASS_LOGIN === "1";
const DEBUG_RNG = false;
const OPP_IVS_OVERRIDE_VALIDATED : integer[] = (
Array.isArray(Overrides.OPP_IVS_OVERRIDE) ?
Overrides.OPP_IVS_OVERRIDE :
new Array(6).fill(Overrides.OPP_IVS_OVERRIDE)
).map(iv => isNaN(iv) || iv === null || iv > 31 ? -1 : iv);
export const startingWave = Overrides.STARTING_WAVE_OVERRIDE || 1;
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const expSpriteKeys: string[] = [];
export let starterColors: StarterColors;
interface StarterColors {
[key: string]: [string, string]
}
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export interface PokeballCounts {
[pb: string]: integer;
}
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export type AnySound = Phaser.Sound.WebAudioSound | Phaser.Sound.HTML5AudioSound | Phaser.Sound.NoAudioSound;
export interface InfoToggle {
toggleInfo(force?: boolean): void;
isActive(): boolean;
}
export default class BattleScene extends SceneBase {
public rexUI: UIPlugin;
public inputController: InputsController;
public uiInputs: UiInputs;
public sessionPlayTime: integer = null;
public lastSavePlayTime: integer = null;
public masterVolume: number = 0.5;
public bgmVolume: number = 1;
public seVolume: number = 1;
public gameSpeed: integer = 1;
public damageNumbersMode: integer = 0;
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public reroll: boolean = false;
public showMovesetFlyout: boolean = true;
public showArenaFlyout: boolean = true;
public showTimeOfDayWidget: boolean = true;
public timeOfDayAnimation: EaseType = EaseType.NONE;
public showLevelUpStats: boolean = true;
public enableTutorials: boolean = import.meta.env.VITE_BYPASS_TUTORIAL === "1";
public enableMoveInfo: boolean = true;
public enableRetries: boolean = false;
/**
* Determines the condition for a notification should be shown for Candy Upgrades
* - 0 = 'Off'
* - 1 = 'Passives Only'
* - 2 = 'On'
*/
public candyUpgradeNotification: integer = 0;
/**
* Determines what type of notification is used for Candy Upgrades
* - 0 = 'Icon'
* - 1 = 'Animation'
*/
public candyUpgradeDisplay: integer = 0;
public moneyFormat: MoneyFormat = MoneyFormat.NORMAL;
public uiTheme: UiTheme = UiTheme.DEFAULT;
public windowType: integer = 0;
public experimentalSprites: boolean = false;
public musicPreference: integer = 0;
public moveAnimations: boolean = true;
public expGainsSpeed: integer = 0;
public skipSeenDialogues: boolean = false;
/**
* Defines the experience gain display mode.
*
* @remarks
* The `expParty` can have several modes:
* - `0` - Default: The normal experience gain display, nothing changed.
* - `1` - Level Up Notification: Displays the level up in the small frame instead of a message.
* - `2` - Skip: No level up frame nor message.
*
* Modes `1` and `2` are still compatible with stats display, level up, new move, etc.
* @default 0 - Uses the default normal experience gain display.
*/
public expParty: ExpNotification = 0;
public hpBarSpeed: integer = 0;
public fusionPaletteSwaps: boolean = true;
public enableTouchControls: boolean = false;
public enableVibration: boolean = false;
[Enhancement] Added a bgmBar to show the name of the track once music is played (#2457) * Added a bgmBar to show the name of the track once music is played * Even more close to ability bar * It now shows. And also shows already for a couple of them a readable name * Now the queue actually works * Create locales for bgmName (bgm-bar ui) + Most of the music has only Japanese and English names But there are a number of tracks with official translations following OST commercialization * Add i18n and use it to retrieve OST names (avoids a giga switch case) + A fallback key is implemented in the case of adding tracks not referenced in the translation files, its value being just the name of the bgm itself * FormatText is now in Utils and not arena-flyout BGM Names for non-localized music will be formatted to have capitalized letters and no _ * It is now a setting. It can be even changed mid fight * Update src/ui/ability-bar.ts * Apply suggestions from code review Co-authored-by: Lugiad' <adrien.grivel@hotmail.fr> * Update src/locales/de/bgm-name.ts * Apply suggestions from code review Co-authored-by: sodam <66295123+sodaMelon@users.noreply.github.com> * Added the rest of the music names * Changed PMD EoS to PMD ETH in german (Pokemon Mystery Dungeon Erkundungsteam Himmel) * Due to feedback it is now "PMD ET-Himmel" * Corrected the encounter theme names (and some missed trainer class names) * Background is now a nicneslice. And it is at the top of the screen and above everything else * The bar now scales with the text. * Revert override * Update src/locales/fr/bgm-name.ts Co-authored-by: Lugiad' <adrien.grivel@hotmail.fr> * It now only appears when V is pressed (in all but starter select) * Cleared the cod eup * Update src/locales/zh_CN/bgm-name.ts Co-authored-by: Yonmaru40 <47717431+40chyan@users.noreply.github.com> * Update src/locales/zh_CN/settings.ts Co-authored-by: Yonmaru40 <47717431+40chyan@users.noreply.github.com> * Update src/locales/ko/bgm-name.ts Co-authored-by: sodam <66295123+sodaMelon@users.noreply.github.com> * The bgmBar now appears in the pause menu instead. * Should react better on settings change * To be safe this required a reload now * Update src/locales/fr/bgm-name.ts Co-authored-by: Lugiad' <adrien.grivel@hotmail.fr> * Update src/locales/fr/bgm-name.ts Co-authored-by: Lugiad' <adrien.grivel@hotmail.fr> * Write out pokemon mystery dungeon names in german * Update src/locales/es/bgm-name.ts Co-authored-by: GoldTra <162721984+GoldTra@users.noreply.github.com> * Update src/locales/zh_CN/bgm-name.ts Co-authored-by: Yonmaru40 <47717431+40chyan@users.noreply.github.com> * Update src/battle-scene.ts --------- Co-authored-by: Dakurei <maxime.palanchini@gmail.com> Co-authored-by: Lugiad' <adrien.grivel@hotmail.fr> Co-authored-by: sodam <66295123+sodaMelon@users.noreply.github.com> Co-authored-by: Yonmaru40 <47717431+40chyan@users.noreply.github.com> Co-authored-by: GoldTra <162721984+GoldTra@users.noreply.github.com>
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public showBgmBar: boolean = true;
/**
* Determines the selected battle style.
* - 0 = 'Switch'
* - 1 = 'Set' - The option to switch the active pokemon at the start of a battle will not display.
*/
public battleStyle: integer = BattleStyle.SWITCH;
/**
* Defines whether or not to show type effectiveness hints
* - true: No hints
* - false: Show hints for moves
*/
public typeHints: boolean = false;
public disableMenu: boolean = false;
public gameData: GameData;
public sessionSlotId: integer;
[Testing] Flexible Testing Wrapper for Phaser-Based Battle-Scenes (#1908) * refactor executed code while importing and initializing all of these in loading-scene * reset to main * fix server url * added rule no-trailing-spaces * made progress * test somme data from a session save is working * trying to launch a battle * added fetch wrapper to load data locally * trying to mockAllSettled * pushPhase & shiftPhase * check integrity of exported session * set toke + loggedInUser in tests * progress on starting new battle * tring to test phase but it's async * mocking fetch * working mock fetch * need to handle pile of data * attempt to use real phaser classes * reorder overrides * refactored to use some real classes from phaser * removed useless things * started to work on some container mock * finished the mockContainer time to add some logic * some more mock containers * removed addMethods since there is the mock classes now * commented issues * attempt to create mockTextureManager * fix tests * mockSprite & mockText * yes but not really * yes but not really * fix tutorial callback * reached mode title * added achievement tests * fix test achievements with current state of mock * correct sequence loading for BattleScene with mockLoader ! * deep dive into next step * working wait until starter selection screen * added newGame method into wrapper * expect to save_slot * trying to manage pokemon sprite for getAll without success yet * added test for egg output * fixed egg test for June * fix tests + locate next issue to fix * we are in battle baby * added new game in one-line * export is working but export only what's in the fetch * fix start game as guest * refactored how we start a battle + cleanup * overrided mewtwo but issue with currentBattle * refactor: rename InitAchievements to initAchievements * added missing mock method * override level and pokemon forms working as intended * bringToTop Obj * remove launch battle in achivement test * fix getIndex when same pokemon * can run all tests * first attack, faint, and shop modifiers, MockClock * on method for container * added doAttack one-liner * one-line export data * removed throw error * feat: Make `scenes` property of `GameWrapper` class public The `scenes` property of the `GameWrapper` class was changed from private to public. This change allows external access to the `scenes` map, which is used to store Phaser scenes. This modification was made to enable easier manipulation and interaction with the scenes in the game. * correction * removed CanvasRenderer * added a param to remove console.log and added a param to preven scene create call * fix encounter wave 30 when it's a trainer * test double-battle * test fight without KO * test double fight no ko * fix crashing texture + added Text wrapper to log fight * fix tests on boss - trainer - rival * chore: Refactor BattleScene initialization and add new phases Refactor the BattleScene initialization code to remove unnecessary delay and improve performance. Also, add new phases for the title and unavailable states to enhance the game experience. * rework of Game tests * skipFn is working * added onNextPrompt and restore Og Start * better newGame * added skipFN in remove * not yet working test but updated interceptors * do attack work but not on PostSummonPhase phase when there is mention of silcoon and wurmple * error located, it's just a double fight, i was not there yet * single OHKO & double no OHKO * added expirationFn into next prompt * all tests are passing * working test on non damaging move from opponent * cleaned a bit * removed phaser initialisation on every tests * renamed test file * added load system data * added some ability support * added onKill & onSummon abilities test * removed useless test + cleanup * removed useless test + cleanup * fixed tests after merge main * added itemHeld endTurn trigger test (toxic orb) * added runFrom..To * added mustRun to assert currentPhase * added no-miss move to test things * cleaner restore mock * fix test * fix moxie test + game speed * improve test speed * added onOurself and onOpponent mvoe test * added onDamage test for tackle * removed timeout in intervals to run tests faster * cleanup * added never crit override + separate file per test + remove randomness in randBattleSeedInt * move folders * better org * renamed itemHeld folder to items * fix deploy.yml * cleanup * simplified the gameManager start battle and allow single pokemon in party * remove the need of mode development * added input handler to test inputs + remove time from phaser into inputController * added keyboard support * added fakeMobile support * added details * removed a console.log + added logUp * move test to folder * fixed canvas issue * added starter select tests * added some more test on starter-select * added battle-order tests * added battle-order tests * fixing Phaser RNG * ordering stats for better reading * fix tests for main * adapt battle-order test to be more readable * fix merge * fix some errors and silent all errors from gameWrapper since it's not possible to avoid them * fix mocks to manage childs & stuffs * added some docs * fix achievement test * removed an unused file * separate misc tests to clean battle.test file * added a basic french lokalization test * added i18n where it needs to be used only * revers extracted method * removed unused method * removed handler fetch since we do not test anything server related * fix test with handlers removed * added intrepid sword test * fix enum exp party --------- Co-authored-by: Frederico Santos <frederico.f.santos@tecnico.ulisboa.pt>
2024-06-07 23:33:45 +01:00
public phaseQueue: Phase[];
public conditionalQueue: Array<[() => boolean, Phase]>;
private phaseQueuePrepend: Phase[];
private phaseQueuePrependSpliceIndex: integer;
private nextCommandPhaseQueue: Phase[];
private currentPhase: Phase;
private standbyPhase: Phase;
public field: Phaser.GameObjects.Container;
public fieldUI: Phaser.GameObjects.Container;
public charSprite: CharSprite;
public pbTray: PokeballTray;
public pbTrayEnemy: PokeballTray;
public abilityBar: AbilityBar;
public partyExpBar: PartyExpBar;
public candyBar: CandyBar;
public arenaBg: Phaser.GameObjects.Sprite;
public arenaBgTransition: Phaser.GameObjects.Sprite;
public arenaPlayer: ArenaBase;
public arenaPlayerTransition: ArenaBase;
public arenaEnemy: ArenaBase;
public arenaNextEnemy: ArenaBase;
public arena: Arena;
public gameMode: GameMode;
public score: integer;
public lockModifierTiers: boolean;
public trainer: Phaser.GameObjects.Sprite;
public lastEnemyTrainer: Trainer;
public currentBattle: Battle;
public pokeballCounts: PokeballCounts;
public money: integer;
public pokemonInfoContainer: PokemonInfoContainer;
private party: PlayerPokemon[];
public mysteryEncounterData: MysteryEncounterData = new MysteryEncounterData(null);
public lastMysteryEncounter: IMysteryEncounter;
/** Combined Biome and Wave count text */
private biomeWaveText: Phaser.GameObjects.Text;
private moneyText: Phaser.GameObjects.Text;
private scoreText: Phaser.GameObjects.Text;
private luckLabelText: Phaser.GameObjects.Text;
private luckText: Phaser.GameObjects.Text;
private modifierBar: ModifierBar;
private enemyModifierBar: ModifierBar;
public arenaFlyout: ArenaFlyout;
private fieldOverlay: Phaser.GameObjects.Rectangle;
private shopOverlay: Phaser.GameObjects.Rectangle;
[Testing] Flexible Testing Wrapper for Phaser-Based Battle-Scenes (#1908) * refactor executed code while importing and initializing all of these in loading-scene * reset to main * fix server url * added rule no-trailing-spaces * made progress * test somme data from a session save is working * trying to launch a battle * added fetch wrapper to load data locally * trying to mockAllSettled * pushPhase & shiftPhase * check integrity of exported session * set toke + loggedInUser in tests * progress on starting new battle * tring to test phase but it's async * mocking fetch * working mock fetch * need to handle pile of data * attempt to use real phaser classes * reorder overrides * refactored to use some real classes from phaser * removed useless things * started to work on some container mock * finished the mockContainer time to add some logic * some more mock containers * removed addMethods since there is the mock classes now * commented issues * attempt to create mockTextureManager * fix tests * mockSprite & mockText * yes but not really * yes but not really * fix tutorial callback * reached mode title * added achievement tests * fix test achievements with current state of mock * correct sequence loading for BattleScene with mockLoader ! * deep dive into next step * working wait until starter selection screen * added newGame method into wrapper * expect to save_slot * trying to manage pokemon sprite for getAll without success yet * added test for egg output * fixed egg test for June * fix tests + locate next issue to fix * we are in battle baby * added new game in one-line * export is working but export only what's in the fetch * fix start game as guest * refactored how we start a battle + cleanup * overrided mewtwo but issue with currentBattle * refactor: rename InitAchievements to initAchievements * added missing mock method * override level and pokemon forms working as intended * bringToTop Obj * remove launch battle in achivement test * fix getIndex when same pokemon * can run all tests * first attack, faint, and shop modifiers, MockClock * on method for container * added doAttack one-liner * one-line export data * removed throw error * feat: Make `scenes` property of `GameWrapper` class public The `scenes` property of the `GameWrapper` class was changed from private to public. This change allows external access to the `scenes` map, which is used to store Phaser scenes. This modification was made to enable easier manipulation and interaction with the scenes in the game. * correction * removed CanvasRenderer * added a param to remove console.log and added a param to preven scene create call * fix encounter wave 30 when it's a trainer * test double-battle * test fight without KO * test double fight no ko * fix crashing texture + added Text wrapper to log fight * fix tests on boss - trainer - rival * chore: Refactor BattleScene initialization and add new phases Refactor the BattleScene initialization code to remove unnecessary delay and improve performance. Also, add new phases for the title and unavailable states to enhance the game experience. * rework of Game tests * skipFn is working * added onNextPrompt and restore Og Start * better newGame * added skipFN in remove * not yet working test but updated interceptors * do attack work but not on PostSummonPhase phase when there is mention of silcoon and wurmple * error located, it's just a double fight, i was not there yet * single OHKO & double no OHKO * added expirationFn into next prompt * all tests are passing * working test on non damaging move from opponent * cleaned a bit * removed phaser initialisation on every tests * renamed test file * added load system data * added some ability support * added onKill & onSummon abilities test * removed useless test + cleanup * removed useless test + cleanup * fixed tests after merge main * added itemHeld endTurn trigger test (toxic orb) * added runFrom..To * added mustRun to assert currentPhase * added no-miss move to test things * cleaner restore mock * fix test * fix moxie test + game speed * improve test speed * added onOurself and onOpponent mvoe test * added onDamage test for tackle * removed timeout in intervals to run tests faster * cleanup * added never crit override + separate file per test + remove randomness in randBattleSeedInt * move folders * better org * renamed itemHeld folder to items * fix deploy.yml * cleanup * simplified the gameManager start battle and allow single pokemon in party * remove the need of mode development * added input handler to test inputs + remove time from phaser into inputController * added keyboard support * added fakeMobile support * added details * removed a console.log + added logUp * move test to folder * fixed canvas issue * added starter select tests * added some more test on starter-select * added battle-order tests * added battle-order tests * fixing Phaser RNG * ordering stats for better reading * fix tests for main * adapt battle-order test to be more readable * fix merge * fix some errors and silent all errors from gameWrapper since it's not possible to avoid them * fix mocks to manage childs & stuffs * added some docs * fix achievement test * removed an unused file * separate misc tests to clean battle.test file * added a basic french lokalization test * added i18n where it needs to be used only * revers extracted method * removed unused method * removed handler fetch since we do not test anything server related * fix test with handlers removed * added intrepid sword test * fix enum exp party --------- Co-authored-by: Frederico Santos <frederico.f.santos@tecnico.ulisboa.pt>
2024-06-07 23:33:45 +01:00
public modifiers: PersistentModifier[];
private enemyModifiers: PersistentModifier[];
public uiContainer: Phaser.GameObjects.Container;
public ui: UI;
public seed: string;
public waveSeed: string;
public waveCycleOffset: integer;
public offsetGym: boolean;
public damageNumberHandler: DamageNumberHandler;
private spriteSparkleHandler: PokemonSpriteSparkleHandler;
public fieldSpritePipeline: FieldSpritePipeline;
public spritePipeline: SpritePipeline;
private bgm: AnySound;
private bgmResumeTimer: Phaser.Time.TimerEvent;
private bgmCache: Set<string> = new Set();
private playTimeTimer: Phaser.Time.TimerEvent;
public rngCounter: integer = 0;
public rngSeedOverride: string = "";
public rngOffset: integer = 0;
public inputMethod: string;
private infoToggles: InfoToggle[] = [];
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public eventManager: TimedEventManager;
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/**
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* Allows subscribers to listen for events
*
* Current Events:
* - {@linkcode BattleSceneEventType.MOVE_USED} {@linkcode MoveUsedEvent}
* - {@linkcode BattleSceneEventType.TURN_INIT} {@linkcode TurnInitEvent}
* - {@linkcode BattleSceneEventType.TURN_END} {@linkcode TurnEndEvent}
* - {@linkcode BattleSceneEventType.NEW_ARENA} {@linkcode NewArenaEvent}
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*/
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public readonly eventTarget: EventTarget = new EventTarget();
constructor() {
super("battle");
this.phaseQueue = [];
this.phaseQueuePrepend = [];
this.conditionalQueue = [];
this.phaseQueuePrependSpliceIndex = -1;
this.nextCommandPhaseQueue = [];
this.updateGameInfo();
}
loadPokemonAtlas(key: string, atlasPath: string, experimental?: boolean) {
if (experimental === undefined) {
experimental = this.experimentalSprites;
}
const variant = atlasPath.includes("variant/") || /_[0-3]$/.test(atlasPath);
if (experimental) {
experimental = this.hasExpSprite(key);
}
if (variant) {
atlasPath = atlasPath.replace("variant/", "");
}
this.load.atlas(key, `images/pokemon/${variant ? "variant/" : ""}${experimental ? "exp/" : ""}${atlasPath}.png`, `images/pokemon/${variant ? "variant/" : ""}${experimental ? "exp/" : ""}${atlasPath}.json`);
}
async preload() {
if (DEBUG_RNG) {
const scene = this;
const originalRealInRange = Phaser.Math.RND.realInRange;
Phaser.Math.RND.realInRange = function (min: number, max: number): number {
const ret = originalRealInRange.apply(this, [ min, max ]);
const args = [ "RNG", ++scene.rngCounter, ret / (max - min), `min: ${min} / max: ${max}` ];
args.push(`seed: ${scene.rngSeedOverride || scene.waveSeed || scene.seed}`);
if (scene.rngOffset) {
args.push(`offset: ${scene.rngOffset}`);
}
console.log(...args);
return ret;
};
}
populateAnims();
await this.initVariantData();
}
create() {
initGameSpeed.apply(this);
this.inputController = new InputsController(this);
this.uiInputs = new UiInputs(this, this.inputController);
this.gameData = new GameData(this);
addUiThemeOverrides(this);
this.load.setBaseURL();
this.spritePipeline = new SpritePipeline(this.game);
(this.renderer as Phaser.Renderer.WebGL.WebGLRenderer).pipelines.add("Sprite", this.spritePipeline);
this.fieldSpritePipeline = new FieldSpritePipeline(this.game);
(this.renderer as Phaser.Renderer.WebGL.WebGLRenderer).pipelines.add("FieldSprite", this.fieldSpritePipeline);
2024-06-14 17:42:37 +01:00
this.eventManager = new TimedEventManager();
[Testing] Flexible Testing Wrapper for Phaser-Based Battle-Scenes (#1908) * refactor executed code while importing and initializing all of these in loading-scene * reset to main * fix server url * added rule no-trailing-spaces * made progress * test somme data from a session save is working * trying to launch a battle * added fetch wrapper to load data locally * trying to mockAllSettled * pushPhase & shiftPhase * check integrity of exported session * set toke + loggedInUser in tests * progress on starting new battle * tring to test phase but it's async * mocking fetch * working mock fetch * need to handle pile of data * attempt to use real phaser classes * reorder overrides * refactored to use some real classes from phaser * removed useless things * started to work on some container mock * finished the mockContainer time to add some logic * some more mock containers * removed addMethods since there is the mock classes now * commented issues * attempt to create mockTextureManager * fix tests * mockSprite & mockText * yes but not really * yes but not really * fix tutorial callback * reached mode title * added achievement tests * fix test achievements with current state of mock * correct sequence loading for BattleScene with mockLoader ! * deep dive into next step * working wait until starter selection screen * added newGame method into wrapper * expect to save_slot * trying to manage pokemon sprite for getAll without success yet * added test for egg output * fixed egg test for June * fix tests + locate next issue to fix * we are in battle baby * added new game in one-line * export is working but export only what's in the fetch * fix start game as guest * refactored how we start a battle + cleanup * overrided mewtwo but issue with currentBattle * refactor: rename InitAchievements to initAchievements * added missing mock method * override level and pokemon forms working as intended * bringToTop Obj * remove launch battle in achivement test * fix getIndex when same pokemon * can run all tests * first attack, faint, and shop modifiers, MockClock * on method for container * added doAttack one-liner * one-line export data * removed throw error * feat: Make `scenes` property of `GameWrapper` class public The `scenes` property of the `GameWrapper` class was changed from private to public. This change allows external access to the `scenes` map, which is used to store Phaser scenes. This modification was made to enable easier manipulation and interaction with the scenes in the game. * correction * removed CanvasRenderer * added a param to remove console.log and added a param to preven scene create call * fix encounter wave 30 when it's a trainer * test double-battle * test fight without KO * test double fight no ko * fix crashing texture + added Text wrapper to log fight * fix tests on boss - trainer - rival * chore: Refactor BattleScene initialization and add new phases Refactor the BattleScene initialization code to remove unnecessary delay and improve performance. Also, add new phases for the title and unavailable states to enhance the game experience. * rework of Game tests * skipFn is working * added onNextPrompt and restore Og Start * better newGame * added skipFN in remove * not yet working test but updated interceptors * do attack work but not on PostSummonPhase phase when there is mention of silcoon and wurmple * error located, it's just a double fight, i was not there yet * single OHKO & double no OHKO * added expirationFn into next prompt * all tests are passing * working test on non damaging move from opponent * cleaned a bit * removed phaser initialisation on every tests * renamed test file * added load system data * added some ability support * added onKill & onSummon abilities test * removed useless test + cleanup * removed useless test + cleanup * fixed tests after merge main * added itemHeld endTurn trigger test (toxic orb) * added runFrom..To * added mustRun to assert currentPhase * added no-miss move to test things * cleaner restore mock * fix test * fix moxie test + game speed * improve test speed * added onOurself and onOpponent mvoe test * added onDamage test for tackle * removed timeout in intervals to run tests faster * cleanup * added never crit override + separate file per test + remove randomness in randBattleSeedInt * move folders * better org * renamed itemHeld folder to items * fix deploy.yml * cleanup * simplified the gameManager start battle and allow single pokemon in party * remove the need of mode development * added input handler to test inputs + remove time from phaser into inputController * added keyboard support * added fakeMobile support * added details * removed a console.log + added logUp * move test to folder * fixed canvas issue * added starter select tests * added some more test on starter-select * added battle-order tests * added battle-order tests * fixing Phaser RNG * ordering stats for better reading * fix tests for main * adapt battle-order test to be more readable * fix merge * fix some errors and silent all errors from gameWrapper since it's not possible to avoid them * fix mocks to manage childs & stuffs * added some docs * fix achievement test * removed an unused file * separate misc tests to clean battle.test file * added a basic french lokalization test * added i18n where it needs to be used only * revers extracted method * removed unused method * removed handler fetch since we do not test anything server related * fix test with handlers removed * added intrepid sword test * fix enum exp party --------- Co-authored-by: Frederico Santos <frederico.f.santos@tecnico.ulisboa.pt>
2024-06-07 23:33:45 +01:00
this.launchBattle();
}
update() {
this.ui?.update();
}
launchBattle() {
this.arenaBg = this.add.sprite(0, 0, "plains_bg");
this.arenaBg.setName("sprite-arena-bg");
this.arenaBgTransition = this.add.sprite(0, 0, "plains_bg");
this.arenaBgTransition.setName("sprite-arena-bg-transition");
[ this.arenaBgTransition, this.arenaBg ].forEach(a => {
a.setPipeline(this.fieldSpritePipeline);
a.setScale(6);
a.setOrigin(0);
a.setSize(320, 240);
});
const field = this.add.container(0, 0);
field.setName("field");
field.setScale(6);
this.field = field;
const fieldUI = this.add.container(0, this.game.canvas.height);
fieldUI.setName("field-ui");
fieldUI.setDepth(1);
fieldUI.setScale(6);
this.fieldUI = fieldUI;
const transition = (this.make as any).rexTransitionImagePack({
x: 0,
y: 0,
scale: 6,
key: "loading_bg",
origin: { x: 0, y: 0 }
}, true);
transition.transit({
mode: "blinds",
ease: "Cubic.easeInOut",
duration: 1250,
oncomplete: () => transition.destroy()
});
this.add.existing(transition);
const uiContainer = this.add.container(0, 0);
uiContainer.setName("ui");
uiContainer.setDepth(2);
uiContainer.setScale(6);
this.uiContainer = uiContainer;
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const overlayWidth = this.game.canvas.width / 6;
const overlayHeight = (this.game.canvas.height / 6) - 48;
this.fieldOverlay = this.add.rectangle(0, overlayHeight * -1 - 48, overlayWidth, overlayHeight, 0x424242);
this.fieldOverlay.setName("rect-field-overlay");
this.fieldOverlay.setOrigin(0, 0);
this.fieldOverlay.setAlpha(0);
this.fieldUI.add(this.fieldOverlay);
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this.shopOverlay = this.add.rectangle(0, overlayHeight * -1 - 48, overlayWidth, overlayHeight, 0x070707);
this.shopOverlay.setName("rect-shop-overlay");
this.shopOverlay.setOrigin(0, 0);
this.shopOverlay.setAlpha(0);
this.fieldUI.add(this.shopOverlay);
this.modifiers = [];
this.enemyModifiers = [];
this.modifierBar = new ModifierBar(this);
this.modifierBar.setName("modifier-bar");
this.add.existing(this.modifierBar);
uiContainer.add(this.modifierBar);
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this.enemyModifierBar = new ModifierBar(this, true);
this.enemyModifierBar.setName("enemy-modifier-bar");
this.add.existing(this.enemyModifierBar);
uiContainer.add(this.enemyModifierBar);
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this.charSprite = new CharSprite(this);
this.charSprite.setName("sprite-char");
this.charSprite.setup();
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this.fieldUI.add(this.charSprite);
this.pbTray = new PokeballTray(this, true);
this.pbTray.setName("pb-tray");
this.pbTray.setup();
this.pbTrayEnemy = new PokeballTray(this, false);
this.pbTrayEnemy.setName("enemy-pb-tray");
this.pbTrayEnemy.setup();
this.fieldUI.add(this.pbTray);
this.fieldUI.add(this.pbTrayEnemy);
this.abilityBar = new AbilityBar(this);
this.abilityBar.setName("ability-bar");
this.abilityBar.setup();
this.fieldUI.add(this.abilityBar);
this.partyExpBar = new PartyExpBar(this);
this.partyExpBar.setName("party-exp-bar");
this.partyExpBar.setup();
this.fieldUI.add(this.partyExpBar);
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this.candyBar = new CandyBar(this);
this.candyBar.setName("candy-bar");
this.candyBar.setup();
this.fieldUI.add(this.candyBar);
this.biomeWaveText = addTextObject(this, (this.game.canvas.width / 6) - 2, 0, startingWave.toString(), TextStyle.BATTLE_INFO);
this.biomeWaveText.setName("text-biome-wave");
this.biomeWaveText.setOrigin(1, 0.5);
this.fieldUI.add(this.biomeWaveText);
this.moneyText = addTextObject(this, (this.game.canvas.width / 6) - 2, 0, "", TextStyle.MONEY);
this.moneyText.setName("text-money");
this.moneyText.setOrigin(1, 0.5);
this.fieldUI.add(this.moneyText);
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this.scoreText = addTextObject(this, (this.game.canvas.width / 6) - 2, 0, "", TextStyle.PARTY, { fontSize: "54px" });
this.scoreText.setName("text-score");
this.scoreText.setOrigin(1, 0.5);
this.fieldUI.add(this.scoreText);
this.luckText = addTextObject(this, (this.game.canvas.width / 6) - 2, 0, "", TextStyle.PARTY, { fontSize: "54px" });
this.luckText.setName("text-luck");
this.luckText.setOrigin(1, 0.5);
this.luckText.setVisible(false);
this.fieldUI.add(this.luckText);
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this.luckLabelText = addTextObject(this, (this.game.canvas.width / 6) - 2, 0, i18next.t("common:luckIndicator"), TextStyle.PARTY, { fontSize: "54px" });
this.luckLabelText.setName("text-luck-label");
this.luckLabelText.setOrigin(1, 0.5);
this.luckLabelText.setVisible(false);
this.fieldUI.add(this.luckLabelText);
this.arenaFlyout = new ArenaFlyout(this);
this.fieldUI.add(this.arenaFlyout);
this.fieldUI.moveBelow<Phaser.GameObjects.GameObject>(this.arenaFlyout, this.fieldOverlay);
this.updateUIPositions();
this.damageNumberHandler = new DamageNumberHandler();
this.spriteSparkleHandler = new PokemonSpriteSparkleHandler();
this.spriteSparkleHandler.setup(this);
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this.pokemonInfoContainer = new PokemonInfoContainer(this, (this.game.canvas.width / 6) + 52, -(this.game.canvas.height / 6) + 66);
this.pokemonInfoContainer.setup();
this.fieldUI.add(this.pokemonInfoContainer);
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this.party = [];
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const loadPokemonAssets = [];
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this.arenaPlayer = new ArenaBase(this, true);
this.arenaPlayer.setName("arena-player");
this.arenaPlayerTransition = new ArenaBase(this, true);
this.arenaPlayerTransition.setName("arena-player-transition");
this.arenaEnemy = new ArenaBase(this, false);
this.arenaEnemy.setName("arena-enemy");
this.arenaNextEnemy = new ArenaBase(this, false);
this.arenaNextEnemy.setName("arena-next-enemy");
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this.arenaBgTransition.setVisible(false);
this.arenaPlayerTransition.setVisible(false);
this.arenaNextEnemy.setVisible(false);
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[ this.arenaPlayer, this.arenaPlayerTransition, this.arenaEnemy, this.arenaNextEnemy ].forEach(a => {
if (a instanceof Phaser.GameObjects.Sprite) {
a.setOrigin(0, 0);
}
field.add(a);
});
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const trainer = this.addFieldSprite(0, 0, `trainer_${this.gameData.gender === PlayerGender.FEMALE ? "f" : "m"}_back`);
trainer.setOrigin(0.5, 1);
trainer.setName("sprite-trainer");
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field.add(trainer);
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this.trainer = trainer;
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this.anims.create({
key: "prompt",
frames: this.anims.generateFrameNumbers("prompt", { start: 1, end: 4 }),
frameRate: 6,
repeat: -1,
showOnStart: true
});
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this.anims.create({
key: "tera_sparkle",
frames: this.anims.generateFrameNumbers("tera_sparkle", { start: 0, end: 12 }),
frameRate: 18,
repeat: 0,
showOnStart: true,
hideOnComplete: true
});
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this.reset(false, false, true);
const ui = new UI(this);
this.uiContainer.add(ui);
this.ui = ui;
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ui.setup();
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const defaultMoves = [ Moves.TACKLE, Moves.TAIL_WHIP, Moves.FOCUS_ENERGY, Moves.STRUGGLE ];
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Promise.all([
Promise.all(loadPokemonAssets),
initCommonAnims(this).then(() => loadCommonAnimAssets(this, true)),
Promise.all([ Moves.TACKLE, Moves.TAIL_WHIP, Moves.FOCUS_ENERGY, Moves.STRUGGLE ].map(m => initMoveAnim(this, m))).then(() => loadMoveAnimAssets(this, defaultMoves, true)),
this.initStarterColors()
]).then(() => {
this.pushPhase(new LoginPhase(this));
this.pushPhase(new TitlePhase(this));
this.shiftPhase();
});
}
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initSession(): void {
if (this.sessionPlayTime === null) {
this.sessionPlayTime = 0;
}
if (this.lastSavePlayTime === null) {
this.lastSavePlayTime = 0;
}
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if (this.playTimeTimer) {
this.playTimeTimer.destroy();
}
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this.playTimeTimer = this.time.addEvent({
delay: Utils.fixedInt(1000),
repeat: -1,
callback: () => {
if (this.gameData) {
this.gameData.gameStats.playTime++;
}
if (this.sessionPlayTime !== null) {
this.sessionPlayTime++;
}
if (this.lastSavePlayTime !== null) {
this.lastSavePlayTime++;
}
}
});
this.updateBiomeWaveText();
this.updateMoneyText();
this.updateScoreText();
}
async initExpSprites(): Promise<void> {
if (expSpriteKeys.length) {
return;
}
this.cachedFetch("./exp-sprites.json").then(res => res.json()).then(keys => {
if (Array.isArray(keys)) {
expSpriteKeys.push(...keys);
}
Promise.resolve();
});
}
async initVariantData(): Promise<void> {
Object.keys(variantData).forEach(key => delete variantData[key]);
await this.cachedFetch("./images/pokemon/variant/_masterlist.json").then(res => res.json())
.then(v => {
Object.keys(v).forEach(k => variantData[k] = v[k]);
if (this.experimentalSprites) {
const expVariantData = variantData["exp"];
const traverseVariantData = (keys: string[]) => {
let variantTree = variantData;
let expTree = expVariantData;
keys.map((k: string, i: integer) => {
if (i < keys.length - 1) {
variantTree = variantTree[k];
expTree = expTree[k];
} else if (variantTree.hasOwnProperty(k) && expTree.hasOwnProperty(k)) {
if ([ "back", "female" ].includes(k)) {
traverseVariantData(keys.concat(k));
} else {
variantTree[k] = expTree[k];
}
}
});
};
Object.keys(expVariantData).forEach(ek => traverseVariantData([ ek ]));
}
Promise.resolve();
});
}
cachedFetch(url: string, init?: RequestInit): Promise<Response> {
const manifest = this.game["manifest"];
if (manifest) {
const timestamp = manifest[`/${url.replace("./", "")}`];
if (timestamp) {
url += `?t=${timestamp}`;
}
}
return fetch(url, init);
}
initStarterColors(): Promise<void> {
return new Promise(resolve => {
if (starterColors) {
return resolve();
}
this.cachedFetch("./starter-colors.json").then(res => res.json()).then(sc => {
starterColors = {};
Object.keys(sc).forEach(key => {
starterColors[key] = sc[key];
});
/*const loadPokemonAssets: Promise<void>[] = [];
for (let s of Object.keys(speciesStarters)) {
const species = getPokemonSpecies(parseInt(s));
loadPokemonAssets.push(species.loadAssets(this, false, 0, false));
}
2024-05-24 00:45:04 +01:00
Promise.all(loadPokemonAssets).then(() => {
const starterCandyColors = {};
const rgbaToHexFunc = (r, g, b) => [r, g, b].map(x => x.toString(16).padStart(2, '0')).join('');
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for (let s of Object.keys(speciesStarters)) {
const species = getPokemonSpecies(parseInt(s));
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starterCandyColors[species.speciesId] = species.generateCandyColors(this).map(c => rgbaToHexFunc(c[0], c[1], c[2]));
}
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console.log(JSON.stringify(starterCandyColors));
resolve();
});*/
resolve();
});
});
}
hasExpSprite(key: string): boolean {
const keyMatch = /^pkmn__?(back__)?(shiny__)?(female__)?(\d+)(\-.*?)?(?:_[1-3])?$/g.exec(key);
let k = keyMatch[4];
if (keyMatch[2]) {
k += "s";
}
if (keyMatch[1]) {
k += "b";
}
if (keyMatch[3]) {
k += "f";
}
if (keyMatch[5]) {
k += keyMatch[5];
}
if (!expSpriteKeys.includes(k)) {
return false;
}
return true;
}
getParty(): PlayerPokemon[] {
return this.party;
}
getPlayerPokemon(): PlayerPokemon {
return this.getPlayerField().find(p => p.isActive());
}
/**
* Returns an array of PlayerPokemon of length 1 or 2 depending on if double battles or not
* @returns array of {@linkcode PlayerPokemon}
*/
getPlayerField(): PlayerPokemon[] {
const party = this.getParty();
return party.slice(0, Math.min(party.length, this.currentBattle?.double ? 2 : 1));
}
getEnemyParty(): EnemyPokemon[] {
return this.currentBattle?.enemyParty || [];
}
getEnemyPokemon(): EnemyPokemon {
return this.getEnemyField().find(p => p.isActive());
}
/**
* Returns an array of EnemyPokemon of length 1 or 2 depending on if double battles or not
* @returns array of {@linkcode EnemyPokemon}
*/
getEnemyField(): EnemyPokemon[] {
const party = this.getEnemyParty();
return party.slice(0, Math.min(party.length, this.currentBattle?.double ? 2 : 1));
}
getField(activeOnly: boolean = false): Pokemon[] {
const ret = new Array(4).fill(null);
const playerField = this.getPlayerField();
const enemyField = this.getEnemyField();
ret.splice(0, playerField.length, ...playerField);
ret.splice(2, enemyField.length, ...enemyField);
return activeOnly
? ret.filter(p => p?.isActive())
: ret;
}
/**
* Returns the ModifierBar of this scene, which is declared private and therefore not accessible elsewhere
* @returns {ModifierBar}
*/
getModifierBar(): ModifierBar {
return this.modifierBar;
}
// store info toggles to be accessible by the ui
addInfoToggle(infoToggle: InfoToggle): void {
this.infoToggles.push(infoToggle);
}
// return the stored info toggles; used by ui-inputs
getInfoToggles(activeOnly: boolean = false): InfoToggle[] {
return activeOnly ? this.infoToggles.filter(t => t?.isActive()) : this.infoToggles;
}
getPokemonById(pokemonId: integer): Pokemon {
const findInParty = (party: Pokemon[]) => party.find(p => p.id === pokemonId);
return findInParty(this.getParty()) || findInParty(this.getEnemyParty());
}
addPlayerPokemon(species: PokemonSpecies, level: integer, abilityIndex: integer, formIndex: integer, gender?: Gender, shiny?: boolean, variant?: Variant, ivs?: integer[], nature?: Nature, dataSource?: Pokemon | PokemonData, postProcess?: (playerPokemon: PlayerPokemon) => void): PlayerPokemon {
const pokemon = new PlayerPokemon(this, species, level, abilityIndex, formIndex, gender, shiny, variant, ivs, nature, dataSource);
if (postProcess) {
postProcess(pokemon);
}
pokemon.init();
return pokemon;
}
addEnemyPokemon(species: PokemonSpecies, level: integer, trainerSlot: TrainerSlot, boss: boolean = false, dataSource?: PokemonData, postProcess?: (enemyPokemon: EnemyPokemon) => void): EnemyPokemon {
if (Overrides.OPP_SPECIES_OVERRIDE) {
species = getPokemonSpecies(Overrides.OPP_SPECIES_OVERRIDE);
}
const pokemon = new EnemyPokemon(this, species, level, trainerSlot, boss, dataSource);
if (Overrides.OPP_LEVEL_OVERRIDE !== 0) {
pokemon.level = Overrides.OPP_LEVEL_OVERRIDE;
}
if (Overrides.OPP_GENDER_OVERRIDE !== null) {
pokemon.gender = Overrides.OPP_GENDER_OVERRIDE;
}
overrideModifiers(this, false);
overrideHeldItems(this, pokemon, false);
if (boss && !dataSource) {
const secondaryIvs = Utils.getIvsFromId(Utils.randSeedInt(4294967295));
for (let s = 0; s < pokemon.ivs.length; s++) {
pokemon.ivs[s] = Math.round(Phaser.Math.Linear(Math.min(pokemon.ivs[s], secondaryIvs[s]), Math.max(pokemon.ivs[s], secondaryIvs[s]), 0.75));
}
}
if (postProcess) {
postProcess(pokemon);
}
for (let i = 0; i < pokemon.ivs.length; i++) {
if (OPP_IVS_OVERRIDE_VALIDATED[i] > -1) {
pokemon.ivs[i] = OPP_IVS_OVERRIDE_VALIDATED[i];
}
}
pokemon.init();
return pokemon;
}
removePokemonFromPlayerParty(pokemon: PlayerPokemon, destroy: boolean = true) {
if (!pokemon) {
return;
}
const partyIndex = this.party.indexOf(pokemon);
this.party.splice(partyIndex, 1);
if (destroy) {
this.field.remove(pokemon, true);
pokemon.destroy();
}
this.updateModifiers(true);
}
addPokemonIcon(pokemon: Pokemon, x: number, y: number, originX: number = 0.5, originY: number = 0.5, ignoreOverride: boolean = false): Phaser.GameObjects.Container {
const container = this.add.container(x, y);
container.setName(`${pokemon.name}-icon`);
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const icon = this.add.sprite(0, 0, pokemon.getIconAtlasKey(ignoreOverride));
icon.setName(`sprite-${pokemon.name}-icon`);
icon.setFrame(pokemon.getIconId(true));
// Temporary fix to show pokemon's default icon if variant icon doesn't exist
if (icon.frame.name !== pokemon.getIconId(true)) {
console.log(`${pokemon.name}'s variant icon does not exist. Replacing with default.`);
const temp = pokemon.shiny;
pokemon.shiny = false;
icon.setTexture(pokemon.getIconAtlasKey(ignoreOverride));
icon.setFrame(pokemon.getIconId(true));
pokemon.shiny = temp;
}
icon.setOrigin(0.5, 0);
container.add(icon);
if (pokemon.isFusion()) {
const fusionIcon = this.add.sprite(0, 0, pokemon.getFusionIconAtlasKey(ignoreOverride));
fusionIcon.setName("sprite-fusion-icon");
fusionIcon.setOrigin(0.5, 0);
fusionIcon.setFrame(pokemon.getFusionIconId(true));
const originalWidth = icon.width;
const originalHeight = icon.height;
const originalFrame = icon.frame;
const iconHeight = (icon.frame.cutHeight <= fusionIcon.frame.cutHeight ? Math.ceil : Math.floor)((icon.frame.cutHeight + fusionIcon.frame.cutHeight) / 4);
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// Inefficient, but for some reason didn't work with only the unique properties as part of the name
const iconFrameId = `${icon.frame.name}f${fusionIcon.frame.name}`;
if (!icon.frame.texture.has(iconFrameId)) {
icon.frame.texture.add(iconFrameId, icon.frame.sourceIndex, icon.frame.cutX, icon.frame.cutY, icon.frame.cutWidth, iconHeight);
}
icon.setFrame(iconFrameId);
fusionIcon.y = icon.frame.cutHeight;
const originalFusionFrame = fusionIcon.frame;
const fusionIconY = fusionIcon.frame.cutY + icon.frame.cutHeight;
const fusionIconHeight = fusionIcon.frame.cutHeight - icon.frame.cutHeight;
// Inefficient, but for some reason didn't work with only the unique properties as part of the name
const fusionIconFrameId = `${fusionIcon.frame.name}f${icon.frame.name}`;
if (!fusionIcon.frame.texture.has(fusionIconFrameId)) {
fusionIcon.frame.texture.add(fusionIconFrameId, fusionIcon.frame.sourceIndex, fusionIcon.frame.cutX, fusionIconY, fusionIcon.frame.cutWidth, fusionIconHeight);
}
fusionIcon.setFrame(fusionIconFrameId);
const frameY = (originalFrame.y + originalFusionFrame.y) / 2;
icon.frame.y = fusionIcon.frame.y = frameY;
container.add(fusionIcon);
if (originX !== 0.5) {
container.x -= originalWidth * (originX - 0.5);
}
if (originY !== 0) {
container.y -= (originalHeight) * originY;
}
} else {
if (originX !== 0.5) {
container.x -= icon.width * (originX - 0.5);
}
if (originY !== 0) {
container.y -= icon.height * originY;
}
}
return container;
}
setSeed(seed: string): void {
this.seed = seed;
this.rngCounter = 0;
this.waveCycleOffset = this.getGeneratedWaveCycleOffset();
this.offsetGym = this.gameMode.isClassic && this.getGeneratedOffsetGym();
}
randBattleSeedInt(range: integer, min: integer = 0): integer {
return this.currentBattle.randSeedInt(this, range, min);
}
reset(clearScene: boolean = false, clearData: boolean = false, reloadI18n: boolean = false): void {
if (clearData) {
this.gameData = new GameData(this);
}
Add Challenges (#1459) * Initial challenge framework * Add type localisation * Change how challenges are tracked Also fixes the difficulty total text * MVP Renames challenge types, temporarily hides difficulty, and implements challenge saving. * Attempt to fix one legal pokemon in a double battle * Make monotype ignore type changing effects * Make isOfType correctly detect normal types * Try to fix double battles again * Make challenge function more like classic * Add helper function for fainted or not allowed * Add framework for fresh start challenge and improve comments * Try to fix evolution issues * Make form changing items only usable from rewards screen * Update localisation * Additional localisation change * Add achievements for completing challenges * Fix initialisation bug with challenge achievements * Add support for gamemode specific fixed battles Also make monogen challenges face the e4 of their generation * Add better support for mobile in challenges * Localise illegal evolution/form change message * Update achievement names * Make alternate forms count for monogen * Update monotype achievement icons * Add more comments * Improve comments * Fix mid battle form changes * Reorder mode list * Remove currently unused localisation entry * Add type overrides for monotype challenges Meloetta always counts for psychic and castform always counts for normal * Change how form changes are handled Now attempts a switch at the start of each turn instead of immediately * Add start button to challenge select screen * Make starter select back out to challenge screen if using challenges * Fix daily runs * Update tests to new game mode logic
2024-06-08 06:07:23 +01:00
this.gameMode = getGameMode(GameModes.CLASSIC);
2024-05-24 00:45:04 +01:00
this.setSeed(Overrides.SEED_OVERRIDE || Utils.randomString(24));
console.log("Seed:", this.seed);
this.disableMenu = false;
this.score = 0;
this.money = 0;
this.lockModifierTiers = false;
this.pokeballCounts = Object.fromEntries(Utils.getEnumValues(PokeballType).filter(p => p <= PokeballType.MASTER_BALL).map(t => [ t, 0 ]));
this.pokeballCounts[PokeballType.POKEBALL] += 5;
if (Overrides.POKEBALL_OVERRIDE.active) {
this.pokeballCounts = Overrides.POKEBALL_OVERRIDE.pokeballs;
}
this.modifiers = [];
this.enemyModifiers = [];
this.modifierBar.removeAll(true);
this.enemyModifierBar.removeAll(true);
for (const p of this.getParty()) {
p.destroy();
}
this.party = [];
for (const p of this.getEnemyParty()) {
p.destroy();
}
2024-05-24 00:45:04 +01:00
this.currentBattle = null;
this.biomeWaveText.setText(startingWave.toString());
this.biomeWaveText.setVisible(false);
this.updateMoneyText();
this.moneyText.setVisible(false);
this.updateScoreText();
this.scoreText.setVisible(false);
2024-03-22 13:16:49 +00:00
[ this.luckLabelText, this.luckText ].map(t => t.setVisible(false));
this.newArena(Overrides.STARTING_BIOME_OVERRIDE || Biome.TOWN);
this.field.setVisible(true);
this.arenaBgTransition.setPosition(0, 0);
this.arenaPlayer.setPosition(300, 0);
this.arenaPlayerTransition.setPosition(0, 0);
[ this.arenaEnemy, this.arenaNextEnemy ].forEach(a => a.setPosition(-280, 0));
this.arenaNextEnemy.setVisible(false);
this.arena.init();
this.trainer.setTexture(`trainer_${this.gameData.gender === PlayerGender.FEMALE ? "f" : "m"}_back`);
this.trainer.setPosition(406, 186);
this.trainer.setVisible(true);
2024-05-24 00:45:04 +01:00
this.updateGameInfo();
if (reloadI18n) {
const localizable: Localizable[] = [
...allSpecies,
...allMoves,
...allAbilities,
...Utils.getEnumValues(ModifierPoolType).map(mpt => getModifierPoolForType(mpt)).map(mp => Object.values(mp).flat().map(mt => mt.modifierType).filter(mt => "localize" in mt).map(lpb => lpb as unknown as Localizable)).flat()
];
for (const item of localizable) {
item.localize();
}
}
if (clearScene) {
// Reload variant data in case sprite set has changed
this.initVariantData();
this.fadeOutBgm(250, false);
this.tweens.add({
targets: [ this.uiContainer ],
alpha: 0,
duration: 250,
ease: "Sine.easeInOut",
onComplete: () => {
this.clearPhaseQueue();
this.children.removeAll(true);
this.game.domContainer.innerHTML = "";
this.launchBattle();
}
});
}
}
newBattle(waveIndex?: integer, battleType?: BattleType, trainerData?: TrainerData, double?: boolean, mysteryEncounter?: IMysteryEncounter): Battle {
[Testing] Flexible Testing Wrapper for Phaser-Based Battle-Scenes (#1908) * refactor executed code while importing and initializing all of these in loading-scene * reset to main * fix server url * added rule no-trailing-spaces * made progress * test somme data from a session save is working * trying to launch a battle * added fetch wrapper to load data locally * trying to mockAllSettled * pushPhase & shiftPhase * check integrity of exported session * set toke + loggedInUser in tests * progress on starting new battle * tring to test phase but it's async * mocking fetch * working mock fetch * need to handle pile of data * attempt to use real phaser classes * reorder overrides * refactored to use some real classes from phaser * removed useless things * started to work on some container mock * finished the mockContainer time to add some logic * some more mock containers * removed addMethods since there is the mock classes now * commented issues * attempt to create mockTextureManager * fix tests * mockSprite & mockText * yes but not really * yes but not really * fix tutorial callback * reached mode title * added achievement tests * fix test achievements with current state of mock * correct sequence loading for BattleScene with mockLoader ! * deep dive into next step * working wait until starter selection screen * added newGame method into wrapper * expect to save_slot * trying to manage pokemon sprite for getAll without success yet * added test for egg output * fixed egg test for June * fix tests + locate next issue to fix * we are in battle baby * added new game in one-line * export is working but export only what's in the fetch * fix start game as guest * refactored how we start a battle + cleanup * overrided mewtwo but issue with currentBattle * refactor: rename InitAchievements to initAchievements * added missing mock method * override level and pokemon forms working as intended * bringToTop Obj * remove launch battle in achivement test * fix getIndex when same pokemon * can run all tests * first attack, faint, and shop modifiers, MockClock * on method for container * added doAttack one-liner * one-line export data * removed throw error * feat: Make `scenes` property of `GameWrapper` class public The `scenes` property of the `GameWrapper` class was changed from private to public. This change allows external access to the `scenes` map, which is used to store Phaser scenes. This modification was made to enable easier manipulation and interaction with the scenes in the game. * correction * removed CanvasRenderer * added a param to remove console.log and added a param to preven scene create call * fix encounter wave 30 when it's a trainer * test double-battle * test fight without KO * test double fight no ko * fix crashing texture + added Text wrapper to log fight * fix tests on boss - trainer - rival * chore: Refactor BattleScene initialization and add new phases Refactor the BattleScene initialization code to remove unnecessary delay and improve performance. Also, add new phases for the title and unavailable states to enhance the game experience. * rework of Game tests * skipFn is working * added onNextPrompt and restore Og Start * better newGame * added skipFN in remove * not yet working test but updated interceptors * do attack work but not on PostSummonPhase phase when there is mention of silcoon and wurmple * error located, it's just a double fight, i was not there yet * single OHKO & double no OHKO * added expirationFn into next prompt * all tests are passing * working test on non damaging move from opponent * cleaned a bit * removed phaser initialisation on every tests * renamed test file * added load system data * added some ability support * added onKill & onSummon abilities test * removed useless test + cleanup * removed useless test + cleanup * fixed tests after merge main * added itemHeld endTurn trigger test (toxic orb) * added runFrom..To * added mustRun to assert currentPhase * added no-miss move to test things * cleaner restore mock * fix test * fix moxie test + game speed * improve test speed * added onOurself and onOpponent mvoe test * added onDamage test for tackle * removed timeout in intervals to run tests faster * cleanup * added never crit override + separate file per test + remove randomness in randBattleSeedInt * move folders * better org * renamed itemHeld folder to items * fix deploy.yml * cleanup * simplified the gameManager start battle and allow single pokemon in party * remove the need of mode development * added input handler to test inputs + remove time from phaser into inputController * added keyboard support * added fakeMobile support * added details * removed a console.log + added logUp * move test to folder * fixed canvas issue * added starter select tests * added some more test on starter-select * added battle-order tests * added battle-order tests * fixing Phaser RNG * ordering stats for better reading * fix tests for main * adapt battle-order test to be more readable * fix merge * fix some errors and silent all errors from gameWrapper since it's not possible to avoid them * fix mocks to manage childs & stuffs * added some docs * fix achievement test * removed an unused file * separate misc tests to clean battle.test file * added a basic french lokalization test * added i18n where it needs to be used only * revers extracted method * removed unused method * removed handler fetch since we do not test anything server related * fix test with handlers removed * added intrepid sword test * fix enum exp party --------- Co-authored-by: Frederico Santos <frederico.f.santos@tecnico.ulisboa.pt>
2024-06-07 23:33:45 +01:00
const _startingWave = Overrides.STARTING_WAVE_OVERRIDE || startingWave;
const newWaveIndex = waveIndex || ((this.currentBattle?.waveIndex || (_startingWave - 1)) + 1);
let newDouble: boolean;
let newBattleType: BattleType;
let newTrainer: Trainer;
let battleConfig: FixedBattleConfig = null;
this.resetSeed(newWaveIndex);
const playerField = this.getPlayerField();
2024-05-24 00:45:04 +01:00
Add Challenges (#1459) * Initial challenge framework * Add type localisation * Change how challenges are tracked Also fixes the difficulty total text * MVP Renames challenge types, temporarily hides difficulty, and implements challenge saving. * Attempt to fix one legal pokemon in a double battle * Make monotype ignore type changing effects * Make isOfType correctly detect normal types * Try to fix double battles again * Make challenge function more like classic * Add helper function for fainted or not allowed * Add framework for fresh start challenge and improve comments * Try to fix evolution issues * Make form changing items only usable from rewards screen * Update localisation * Additional localisation change * Add achievements for completing challenges * Fix initialisation bug with challenge achievements * Add support for gamemode specific fixed battles Also make monogen challenges face the e4 of their generation * Add better support for mobile in challenges * Localise illegal evolution/form change message * Update achievement names * Make alternate forms count for monogen * Update monotype achievement icons * Add more comments * Improve comments * Fix mid battle form changes * Reorder mode list * Remove currently unused localisation entry * Add type overrides for monotype challenges Meloetta always counts for psychic and castform always counts for normal * Change how form changes are handled Now attempts a switch at the start of each turn instead of immediately * Add start button to challenge select screen * Make starter select back out to challenge screen if using challenges * Fix daily runs * Update tests to new game mode logic
2024-06-08 06:07:23 +01:00
if (this.gameMode.isFixedBattle(newWaveIndex) && trainerData === undefined) {
battleConfig = this.gameMode.getFixedBattle(newWaveIndex);
newDouble = battleConfig.double;
newBattleType = battleConfig.battleType;
this.executeWithSeedOffset(() => newTrainer = battleConfig.getTrainer(this), (battleConfig.seedOffsetWaveIndex || newWaveIndex) << 8);
if (newTrainer) {
this.field.add(newTrainer);
}
} else {
if (!this.gameMode.hasTrainers) {
newBattleType = BattleType.WILD;
} else if (battleType === undefined) {
newBattleType = this.gameMode.isWaveTrainer(newWaveIndex, this.arena) ? BattleType.TRAINER : BattleType.WILD;
} else {
newBattleType = battleType;
}
if (newBattleType === BattleType.TRAINER) {
const trainerType = this.arena.randomTrainerType(newWaveIndex);
let doubleTrainer = false;
if (trainerConfigs[trainerType].doubleOnly) {
doubleTrainer = true;
} else if (trainerConfigs[trainerType].hasDouble) {
const doubleChance = new Utils.IntegerHolder(newWaveIndex % 10 === 0 ? 32 : 8);
this.applyModifiers(DoubleBattleChanceBoosterModifier, true, doubleChance);
playerField.forEach(p => applyAbAttrs(DoubleBattleChanceAbAttr, p, null, doubleChance));
doubleTrainer = !Utils.randSeedInt(doubleChance.value);
}
newTrainer = trainerData !== undefined ? trainerData.toTrainer(this) : new Trainer(this, trainerType, doubleTrainer ? TrainerVariant.DOUBLE : Utils.randSeedInt(2) ? TrainerVariant.FEMALE : TrainerVariant.DEFAULT);
this.field.add(newTrainer);
}
// TODO: remove this once spawn rates are finalized
2024-07-07 05:46:26 +01:00
// let testStartingWeight = 0;
// while (testStartingWeight < 3) {
2024-07-06 01:42:25 +01:00
// calculateMEAggregateStats(this, testStartingWeight);
2024-07-07 05:46:26 +01:00
// testStartingWeight += 1;
2024-07-06 01:42:25 +01:00
// }
// Check for mystery encounter
// Can only occur in place of a standard wild battle, waves 10-180
2024-07-05 23:09:32 +01:00
if (this.gameMode.hasMysteryEncounters && newBattleType === BattleType.WILD && !this.gameMode.isBoss(newWaveIndex) && newWaveIndex < 180 && newWaveIndex > 10) {
const roll = Utils.randSeedInt(256);
2024-07-07 05:46:26 +01:00
// Base spawn weight is 1/256, and increases by 5/256 for each missed attempt at spawning an encounter on a valid floor
const sessionEncounterRate = !isNullOrUndefined(this.mysteryEncounterData?.encounterSpawnChance) ? this.mysteryEncounterData.encounterSpawnChance : BASE_MYSTERY_ENCOUNTER_SPAWN_WEIGHT;
// If total number of encounters is lower than expected for the run, slightly favor a new encounter spawn
// Do the reverse as well
// Reduces occurrence of runs with very few (<6) and a ton (>10) of encounters
2024-07-06 02:03:18 +01:00
const expectedEncountersByFloor = AVERAGE_ENCOUNTERS_PER_RUN_TARGET / (180 - 10) * newWaveIndex;
2024-07-07 05:46:26 +01:00
const currentRunDiffFromAvg = expectedEncountersByFloor - (this.mysteryEncounterData?.encounteredEvents?.length || 0);
const favoredEncounterRate = sessionEncounterRate + currentRunDiffFromAvg * 5;
2024-07-05 23:09:32 +01:00
const successRate = isNullOrUndefined(Overrides.MYSTERY_ENCOUNTER_RATE_OVERRIDE) ? favoredEncounterRate : Overrides.MYSTERY_ENCOUNTER_RATE_OVERRIDE;
if (roll < successRate) {
newBattleType = BattleType.MYSTERY_ENCOUNTER;
// Reset base spawn weight
2024-07-07 05:46:26 +01:00
this.mysteryEncounterData.encounterSpawnChance = BASE_MYSTERY_ENCOUNTER_SPAWN_WEIGHT;
} else {
2024-07-07 05:46:26 +01:00
this.mysteryEncounterData.encounterSpawnChance = sessionEncounterRate + WIGHT_INCREMENT_ON_SPAWN_MISS;
}
}
}
if (double === undefined && newWaveIndex > 1) {
if (newBattleType === BattleType.WILD && !this.gameMode.isWaveFinal(newWaveIndex)) {
const doubleChance = new Utils.IntegerHolder(newWaveIndex % 10 === 0 ? 32 : 8);
this.applyModifiers(DoubleBattleChanceBoosterModifier, true, doubleChance);
playerField.forEach(p => applyAbAttrs(DoubleBattleChanceAbAttr, p, null, doubleChance));
newDouble = !Utils.randSeedInt(doubleChance.value);
} else if (newBattleType === BattleType.TRAINER) {
newDouble = newTrainer.variant === TrainerVariant.DOUBLE;
}
} else if (!battleConfig) {
newDouble = !!double;
}
if (Overrides.DOUBLE_BATTLE_OVERRIDE) {
newDouble = true;
}
/* Override battles into single only if not fighting with trainers */
if (newBattleType !== BattleType.TRAINER && Overrides.SINGLE_BATTLE_OVERRIDE) {
[Testing] Flexible Testing Wrapper for Phaser-Based Battle-Scenes (#1908) * refactor executed code while importing and initializing all of these in loading-scene * reset to main * fix server url * added rule no-trailing-spaces * made progress * test somme data from a session save is working * trying to launch a battle * added fetch wrapper to load data locally * trying to mockAllSettled * pushPhase & shiftPhase * check integrity of exported session * set toke + loggedInUser in tests * progress on starting new battle * tring to test phase but it's async * mocking fetch * working mock fetch * need to handle pile of data * attempt to use real phaser classes * reorder overrides * refactored to use some real classes from phaser * removed useless things * started to work on some container mock * finished the mockContainer time to add some logic * some more mock containers * removed addMethods since there is the mock classes now * commented issues * attempt to create mockTextureManager * fix tests * mockSprite & mockText * yes but not really * yes but not really * fix tutorial callback * reached mode title * added achievement tests * fix test achievements with current state of mock * correct sequence loading for BattleScene with mockLoader ! * deep dive into next step * working wait until starter selection screen * added newGame method into wrapper * expect to save_slot * trying to manage pokemon sprite for getAll without success yet * added test for egg output * fixed egg test for June * fix tests + locate next issue to fix * we are in battle baby * added new game in one-line * export is working but export only what's in the fetch * fix start game as guest * refactored how we start a battle + cleanup * overrided mewtwo but issue with currentBattle * refactor: rename InitAchievements to initAchievements * added missing mock method * override level and pokemon forms working as intended * bringToTop Obj * remove launch battle in achivement test * fix getIndex when same pokemon * can run all tests * first attack, faint, and shop modifiers, MockClock * on method for container * added doAttack one-liner * one-line export data * removed throw error * feat: Make `scenes` property of `GameWrapper` class public The `scenes` property of the `GameWrapper` class was changed from private to public. This change allows external access to the `scenes` map, which is used to store Phaser scenes. This modification was made to enable easier manipulation and interaction with the scenes in the game. * correction * removed CanvasRenderer * added a param to remove console.log and added a param to preven scene create call * fix encounter wave 30 when it's a trainer * test double-battle * test fight without KO * test double fight no ko * fix crashing texture + added Text wrapper to log fight * fix tests on boss - trainer - rival * chore: Refactor BattleScene initialization and add new phases Refactor the BattleScene initialization code to remove unnecessary delay and improve performance. Also, add new phases for the title and unavailable states to enhance the game experience. * rework of Game tests * skipFn is working * added onNextPrompt and restore Og Start * better newGame * added skipFN in remove * not yet working test but updated interceptors * do attack work but not on PostSummonPhase phase when there is mention of silcoon and wurmple * error located, it's just a double fight, i was not there yet * single OHKO & double no OHKO * added expirationFn into next prompt * all tests are passing * working test on non damaging move from opponent * cleaned a bit * removed phaser initialisation on every tests * renamed test file * added load system data * added some ability support * added onKill & onSummon abilities test * removed useless test + cleanup * removed useless test + cleanup * fixed tests after merge main * added itemHeld endTurn trigger test (toxic orb) * added runFrom..To * added mustRun to assert currentPhase * added no-miss move to test things * cleaner restore mock * fix test * fix moxie test + game speed * improve test speed * added onOurself and onOpponent mvoe test * added onDamage test for tackle * removed timeout in intervals to run tests faster * cleanup * added never crit override + separate file per test + remove randomness in randBattleSeedInt * move folders * better org * renamed itemHeld folder to items * fix deploy.yml * cleanup * simplified the gameManager start battle and allow single pokemon in party * remove the need of mode development * added input handler to test inputs + remove time from phaser into inputController * added keyboard support * added fakeMobile support * added details * removed a console.log + added logUp * move test to folder * fixed canvas issue * added starter select tests * added some more test on starter-select * added battle-order tests * added battle-order tests * fixing Phaser RNG * ordering stats for better reading * fix tests for main * adapt battle-order test to be more readable * fix merge * fix some errors and silent all errors from gameWrapper since it's not possible to avoid them * fix mocks to manage childs & stuffs * added some docs * fix achievement test * removed an unused file * separate misc tests to clean battle.test file * added a basic french lokalization test * added i18n where it needs to be used only * revers extracted method * removed unused method * removed handler fetch since we do not test anything server related * fix test with handlers removed * added intrepid sword test * fix enum exp party --------- Co-authored-by: Frederico Santos <frederico.f.santos@tecnico.ulisboa.pt>
2024-06-07 23:33:45 +01:00
newDouble = false;
}
const lastBattle = this.currentBattle;
if (lastBattle?.double && !newDouble) {
this.tryRemovePhase(p => p instanceof SwitchPhase);
}
const maxExpLevel = this.getMaxExpLevel();
this.lastEnemyTrainer = lastBattle?.trainer ?? null;
this.lastMysteryEncounter = lastBattle?.mysteryEncounter ?? null;
this.executeWithSeedOffset(() => {
this.currentBattle = new Battle(this.gameMode, newWaveIndex, newBattleType, newTrainer, newDouble);
}, newWaveIndex << 3, this.waveSeed);
this.currentBattle.incrementTurn(this);
if (newBattleType === BattleType.MYSTERY_ENCOUNTER) {
// Disable double battle on mystery encounters (it may be re-enabled as part of encounter)
this.currentBattle.double = false;
2024-07-07 05:46:26 +01:00
this.executeWithSeedOffset(() => {
this.currentBattle.mysteryEncounter = this.getMysteryEncounter(mysteryEncounter);
}, this.currentBattle.waveIndex << 4);
}
//this.pushPhase(new TrainerMessageTestPhase(this, TrainerType.RIVAL, TrainerType.RIVAL_2, TrainerType.RIVAL_3, TrainerType.RIVAL_4, TrainerType.RIVAL_5, TrainerType.RIVAL_6));
if (!waveIndex && lastBattle) {
let isNewBiome = !(lastBattle.waveIndex % 10) || ((this.gameMode.hasShortBiomes || this.gameMode.isDaily) && (lastBattle.waveIndex % 50) === 49);
if (!isNewBiome && this.gameMode.hasShortBiomes && (lastBattle.waveIndex % 10) < 9) {
let w = lastBattle.waveIndex - ((lastBattle.waveIndex % 10) - 1);
let biomeWaves = 1;
while (w < lastBattle.waveIndex) {
let wasNewBiome = false;
this.executeWithSeedOffset(() => {
wasNewBiome = !Utils.randSeedInt(6 - biomeWaves);
}, w << 4);
if (wasNewBiome) {
biomeWaves = 1;
} else {
biomeWaves++;
}
w++;
}
this.executeWithSeedOffset(() => {
isNewBiome = !Utils.randSeedInt(6 - biomeWaves);
}, lastBattle.waveIndex << 4);
}
const resetArenaState = isNewBiome || this.currentBattle.battleType === BattleType.TRAINER || this.currentBattle.battleType === BattleType.MYSTERY_ENCOUNTER || this.currentBattle.battleSpec === BattleSpec.FINAL_BOSS;
this.getEnemyParty().forEach(enemyPokemon => enemyPokemon.destroy());
this.trySpreadPokerus();
if (!isNewBiome && (newWaveIndex % 10) === 5) {
this.arena.updatePoolsForTimeOfDay();
}
if (resetArenaState) {
this.arena.removeAllTags();
// If last battle was mystery encounter and no battle occurred, skip return phases
if (lastBattle?.mysteryEncounter?.encounterVariant !== MysteryEncounterVariant.NO_BATTLE) {
playerField.forEach((_, p) => this.unshiftPhase(new ReturnPhase(this, p)));
for (const pokemon of this.getParty()) {
// Only trigger form change when Eiscue is in Noice form
// Hardcoded Eiscue for now in case it is fused with another pokemon
if (pokemon.species.speciesId === Species.EISCUE && pokemon.hasAbility(Abilities.ICE_FACE) && pokemon.formIndex === 1) {
this.triggerPokemonFormChange(pokemon, SpeciesFormChangeManualTrigger);
}
pokemon.resetBattleData();
applyPostBattleInitAbAttrs(PostBattleInitAbAttr, pokemon);
}
this.unshiftPhase(new ShowTrainerPhase(this));
}
}
for (const pokemon of this.getParty()) {
this.triggerPokemonFormChange(pokemon, SpeciesFormChangeTimeOfDayTrigger);
}
if (!this.gameMode.hasRandomBiomes && !isNewBiome) {
this.pushPhase(new NextEncounterPhase(this));
} else {
this.pushPhase(new SelectBiomePhase(this));
this.pushPhase(new NewBiomeEncounterPhase(this));
const newMaxExpLevel = this.getMaxExpLevel();
if (newMaxExpLevel > maxExpLevel) {
this.pushPhase(new LevelCapPhase(this));
}
}
}
2024-05-24 00:45:04 +01:00
return this.currentBattle;
}
newArena(biome: Biome): Arena {
this.arena = new Arena(this, biome, Biome[biome].toLowerCase());
this.eventTarget.dispatchEvent(new NewArenaEvent());
this.arenaBg.pipelineData = { terrainColorRatio: this.arena.getBgTerrainColorRatioForBiome() };
return this.arena;
}
updateFieldScale(): Promise<void> {
return new Promise(resolve => {
const fieldScale = Math.floor(Math.pow(1 / this.getField(true)
.map(p => p.getSpriteScale())
.reduce((highestScale: number, scale: number) => highestScale = Math.max(scale, highestScale), 0), 0.7) * 40
) / 40;
this.setFieldScale(fieldScale).then(() => resolve());
});
}
setFieldScale(scale: number, instant: boolean = false): Promise<void> {
return new Promise(resolve => {
scale *= 6;
if (this.field.scale === scale) {
return resolve();
}
const defaultWidth = this.arenaBg.width * 6;
const defaultHeight = 132 * 6;
const scaledWidth = this.arenaBg.width * scale;
const scaledHeight = 132 * scale;
this.tweens.add({
targets: this.field,
scale: scale,
x: (defaultWidth - scaledWidth) / 2,
y: defaultHeight - scaledHeight,
duration: !instant ? Utils.fixedInt(Math.abs(this.field.scale - scale) * 200) : 0,
ease: "Sine.easeInOut",
onComplete: () => resolve()
});
});
}
getSpeciesFormIndex(species: PokemonSpecies, gender?: Gender, nature?: Nature, ignoreArena?: boolean): integer {
if (!species.forms?.length) {
return 0;
}
switch (species.speciesId) {
case Species.UNOWN:
case Species.SHELLOS:
case Species.GASTRODON:
case Species.BASCULIN:
case Species.DEERLING:
case Species.SAWSBUCK:
case Species.FROAKIE:
case Species.FROGADIER:
case Species.SCATTERBUG:
case Species.SPEWPA:
case Species.VIVILLON:
case Species.FLABEBE:
case Species.FLOETTE:
case Species.FLORGES:
case Species.FURFROU:
case Species.PUMPKABOO:
case Species.GOURGEIST:
case Species.ORICORIO:
case Species.MAGEARNA:
case Species.ZARUDE:
case Species.SQUAWKABILLY:
case Species.TATSUGIRI:
case Species.GIMMIGHOUL:
case Species.PALDEA_TAUROS:
return Utils.randSeedInt(species.forms.length);
case Species.PIKACHU:
return Utils.randSeedInt(8);
case Species.EEVEE:
return Utils.randSeedInt(2);
case Species.GRENINJA:
return Utils.randSeedInt(2);
case Species.ZYGARDE:
return Utils.randSeedInt(3);
case Species.MINIOR:
return Utils.randSeedInt(6);
case Species.ALCREMIE:
return Utils.randSeedInt(9);
case Species.MEOWSTIC:
case Species.INDEEDEE:
case Species.BASCULEGION:
case Species.OINKOLOGNE:
return gender === Gender.FEMALE ? 1 : 0;
case Species.TOXTRICITY:
const lowkeyNatures = [ Nature.LONELY, Nature.BOLD, Nature.RELAXED, Nature.TIMID, Nature.SERIOUS, Nature.MODEST, Nature.MILD, Nature.QUIET, Nature.BASHFUL, Nature.CALM, Nature.GENTLE, Nature.CAREFUL ];
if (nature !== undefined && lowkeyNatures.indexOf(nature) > -1) {
return 1;
}
return 0;
}
if (ignoreArena) {
switch (species.speciesId) {
case Species.BURMY:
case Species.WORMADAM:
case Species.ROTOM:
case Species.LYCANROC:
return Utils.randSeedInt(species.forms.length);
}
return 0;
}
return this.arena.getSpeciesFormIndex(species);
}
private getGeneratedOffsetGym(): boolean {
let ret = false;
this.executeWithSeedOffset(() => {
ret = !Utils.randSeedInt(2);
}, 0, this.seed.toString());
return ret;
}
private getGeneratedWaveCycleOffset(): integer {
let ret = 0;
this.executeWithSeedOffset(() => {
ret = Utils.randSeedInt(8) * 5;
}, 0, this.seed.toString());
return ret;
}
getEncounterBossSegments(waveIndex: integer, level: integer, species?: PokemonSpecies, forceBoss: boolean = false): integer {
if (this.gameMode.isDaily && this.gameMode.isWaveFinal(waveIndex)) {
return 5;
}
let isBoss: boolean;
if (forceBoss || (species && (species.subLegendary || species.legendary || species.mythical))) {
isBoss = true;
} else {
this.executeWithSeedOffset(() => {
isBoss = waveIndex % 10 === 0 || (this.gameMode.hasRandomBosses && Utils.randSeedInt(100) < Math.min(Math.max(Math.ceil((waveIndex - 250) / 50), 0) * 2, 30));
}, waveIndex << 2);
}
if (!isBoss) {
return 0;
}
let ret: integer = 2;
if (level >= 100) {
ret++;
}
if (species) {
if (species.baseTotal >= 670) {
ret++;
}
}
ret += Math.floor(waveIndex / 250);
return ret;
}
trySpreadPokerus(): void {
const party = this.getParty();
const infectedIndexes: integer[] = [];
const spread = (index: number, spreadTo: number) => {
const partyMember = party[index + spreadTo];
if (!partyMember.pokerus && !Utils.randSeedInt(10)) {
partyMember.pokerus = true;
infectedIndexes.push(index + spreadTo);
}
};
party.forEach((pokemon, p) => {
if (!pokemon.pokerus || infectedIndexes.indexOf(p) > -1) {
return;
}
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this.executeWithSeedOffset(() => {
if (p) {
spread(p, -1);
}
if (p < party.length - 1) {
spread(p, 1);
}
}, this.currentBattle.waveIndex + (p << 8));
});
}
resetSeed(waveIndex?: integer): void {
const wave = waveIndex || this.currentBattle?.waveIndex || 0;
this.waveSeed = Utils.shiftCharCodes(this.seed, wave);
Phaser.Math.RND.sow([ this.waveSeed ]);
console.log("Wave Seed:", this.waveSeed, wave);
this.rngCounter = 0;
}
executeWithSeedOffset(func: Function, offset: integer, seedOverride?: string): void {
if (!func) {
return;
}
const tempRngCounter = this.rngCounter;
const tempRngOffset = this.rngOffset;
const tempRngSeedOverride = this.rngSeedOverride;
const state = Phaser.Math.RND.state();
Phaser.Math.RND.sow([ Utils.shiftCharCodes(seedOverride || this.seed, offset) ]);
this.rngCounter = 0;
this.rngOffset = offset;
this.rngSeedOverride = seedOverride || "";
func();
Phaser.Math.RND.state(state);
this.rngCounter = tempRngCounter;
this.rngOffset = tempRngOffset;
this.rngSeedOverride = tempRngSeedOverride;
}
addFieldSprite(x: number, y: number, texture: string | Phaser.Textures.Texture, frame?: string | number, terrainColorRatio: number = 0): Phaser.GameObjects.Sprite {
const ret = this.add.sprite(x, y, texture, frame);
ret.setPipeline(this.fieldSpritePipeline);
if (terrainColorRatio) {
ret.pipelineData["terrainColorRatio"] = terrainColorRatio;
}
return ret;
}
addPokemonSprite(pokemon: Pokemon, x: number, y: number, texture: string | Phaser.Textures.Texture, frame?: string | number, hasShadow: boolean = false, ignoreOverride: boolean = false): Phaser.GameObjects.Sprite {
const ret = this.addFieldSprite(x, y, texture, frame);
this.initPokemonSprite(ret, pokemon, hasShadow, ignoreOverride);
return ret;
}
initPokemonSprite(sprite: Phaser.GameObjects.Sprite, pokemon?: Pokemon, hasShadow: boolean = false, ignoreOverride: boolean = false): Phaser.GameObjects.Sprite {
sprite.setPipeline(this.spritePipeline, { tone: [ 0.0, 0.0, 0.0, 0.0 ], hasShadow: hasShadow, ignoreOverride: ignoreOverride, teraColor: pokemon ? getTypeRgb(pokemon.getTeraType()) : undefined });
this.spriteSparkleHandler.add(sprite);
return sprite;
}
moveBelowOverlay<T extends Phaser.GameObjects.GameObject>(gameObject: T) {
this.fieldUI.moveBelow<any>(gameObject, this.fieldOverlay);
}
processInfoButton(pressed: boolean): void {
this.arenaFlyout.toggleFlyout(pressed);
}
showFieldOverlay(duration: integer): Promise<void> {
return new Promise(resolve => {
this.tweens.add({
targets: this.fieldOverlay,
alpha: 0.5,
ease: "Sine.easeOut",
duration: duration,
onComplete: () => resolve()
});
});
}
hideFieldOverlay(duration: integer): Promise<void> {
return new Promise(resolve => {
this.tweens.add({
targets: this.fieldOverlay,
alpha: 0,
duration: duration,
ease: "Cubic.easeIn",
onComplete: () => resolve()
});
});
}
showShopOverlay(duration: integer): Promise<void> {
return new Promise(resolve => {
this.tweens.add({
targets: this.shopOverlay,
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alpha: 0.8,
ease: "Sine.easeOut",
duration: duration,
onComplete: () => resolve()
});
});
}
hideShopOverlay(duration: integer): Promise<void> {
return new Promise(resolve => {
this.tweens.add({
targets: this.shopOverlay,
alpha: 0,
duration: duration,
ease: "Cubic.easeIn",
onComplete: () => resolve()
});
});
}
showEnemyModifierBar(): void {
this.enemyModifierBar.setVisible(true);
}
hideEnemyModifierBar(): void {
this.enemyModifierBar.setVisible(false);
}
updateBiomeWaveText(): void {
const isBoss = !(this.currentBattle.waveIndex % 10);
const biomeString: string = getBiomeName(this.arena.biomeType);
this.fieldUI.moveAbove(this.biomeWaveText, this.luckText);
this.biomeWaveText.setText( biomeString + " - " + this.currentBattle.waveIndex.toString());
this.biomeWaveText.setColor(!isBoss ? "#ffffff" : "#f89890");
this.biomeWaveText.setShadowColor(!isBoss ? "#636363" : "#984038");
this.biomeWaveText.setVisible(true);
}
updateMoneyText(forceVisible: boolean = true): void {
if (this.money === undefined) {
return;
}
const formattedMoney = Utils.formatMoney(this.moneyFormat, this.money);
this.moneyText.setText(`${formattedMoney}`);
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this.fieldUI.moveAbove(this.moneyText, this.luckText);
if (forceVisible) {
this.moneyText.setVisible(true);
}
}
animateMoneyChanged(positiveChange: boolean): void {
if (this.tweens.getTweensOf(this.moneyText).length > 0) {
return;
}
const deltaScale = this.moneyText.scale * 0.14 * (positiveChange ? 1 : -1);
this.moneyText.setShadowColor(positiveChange ? "#008000" : "#FF0000");
this.tweens.add({
targets: this.moneyText,
duration: 250,
scale: this.moneyText.scale + deltaScale,
loop: 0,
yoyo: true,
onComplete: (_) => this.moneyText.setShadowColor(getTextColor(TextStyle.MONEY, true)),
});
}
updateScoreText(): void {
this.scoreText.setText(`Score: ${this.score.toString()}`);
this.scoreText.setVisible(this.gameMode.isDaily);
}
updateAndShowText(duration: integer): void {
const labels = [ this.luckLabelText, this.luckText ];
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labels.forEach(t => t.setAlpha(0));
const luckValue = getPartyLuckValue(this.getParty());
this.luckText.setText(getLuckString(luckValue));
if (luckValue < 14) {
this.luckText.setTint(getLuckTextTint(luckValue));
} else {
this.luckText.setTint(0xffef5c, 0x47ff69, 0x6b6bff, 0xff6969);
}
this.luckLabelText.setX((this.game.canvas.width / 6) - 2 - (this.luckText.displayWidth + 2));
this.tweens.add({
targets: labels,
duration: duration,
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alpha: 1,
onComplete: () => {
labels.forEach(t => t.setVisible(true));
}
});
}
hideLuckText(duration: integer): void {
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if (this.reroll) {
return;
}
const labels = [ this.luckLabelText, this.luckText ];
this.tweens.add({
targets: labels,
duration: duration,
alpha: 0,
onComplete: () => {
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labels.forEach(l => l.setVisible(false));
}
});
}
updateUIPositions(): void {
const enemyModifierCount = this.enemyModifiers.filter(m => m.isIconVisible(this)).length;
const biomeWaveTextHeight = this.biomeWaveText.getBottomLeft().y - this.biomeWaveText.getTopLeft().y;
this.biomeWaveText.setY(
-(this.game.canvas.height / 6) + (enemyModifierCount ? enemyModifierCount <= 12 ? 15 : 24 : 0) + (biomeWaveTextHeight / 2)
);
this.moneyText.setY(this.biomeWaveText.y + 10);
this.scoreText.setY(this.moneyText.y + 10);
[ this.luckLabelText, this.luckText ].map(l => l.setY((this.scoreText.visible ? this.scoreText : this.moneyText).y + 10));
const offsetY = (this.scoreText.visible ? this.scoreText : this.moneyText).y + 15;
this.partyExpBar.setY(offsetY);
this.candyBar.setY(offsetY + 15);
this.ui?.achvBar.setY(this.game.canvas.height / 6 + offsetY);
}
/**
* Pushes all {@linkcode Phaser.GameObjects.Text} objects in the top right to the bottom of the canvas
*/
sendTextToBack(): void {
this.fieldUI.sendToBack(this.biomeWaveText);
this.fieldUI.sendToBack(this.moneyText);
this.fieldUI.sendToBack(this.scoreText);
}
addFaintedEnemyScore(enemy: EnemyPokemon): void {
let scoreIncrease = enemy.getSpeciesForm().getBaseExp() * (enemy.level / this.getMaxExpLevel()) * ((enemy.ivs.reduce((iv: integer, total: integer) => total += iv, 0) / 93) * 0.2 + 0.8);
this.findModifiers(m => m instanceof PokemonHeldItemModifier && m.pokemonId === enemy.id, false).map(m => scoreIncrease *= (m as PokemonHeldItemModifier).getScoreMultiplier());
if (enemy.isBoss()) {
scoreIncrease *= Math.sqrt(enemy.bossSegments);
}
this.currentBattle.battleScore += Math.ceil(scoreIncrease);
}
getMaxExpLevel(ignoreLevelCap?: boolean): integer {
if (ignoreLevelCap) {
return Number.MAX_SAFE_INTEGER;
}
const waveIndex = Math.ceil((this.currentBattle?.waveIndex || 1) / 10) * 10;
const difficultyWaveIndex = this.gameMode.getWaveForDifficulty(waveIndex);
const baseLevel = (1 + difficultyWaveIndex / 2 + Math.pow(difficultyWaveIndex / 25, 2)) * 1.2;
return Math.ceil(baseLevel / 2) * 2 + 2;
}
randomSpecies(waveIndex: integer, level: integer, fromArenaPool?: boolean, speciesFilter?: PokemonSpeciesFilter, filterAllEvolutions?: boolean): PokemonSpecies {
if (fromArenaPool) {
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return this.arena.randomSpecies(waveIndex, level,null , getPartyLuckValue(this.party));
}
const filteredSpecies = speciesFilter ? [...new Set(allSpecies.filter(s => s.isCatchable()).filter(speciesFilter).map(s => {
if (!filterAllEvolutions) {
while (pokemonPrevolutions.hasOwnProperty(s.speciesId)) {
s = getPokemonSpecies(pokemonPrevolutions[s.speciesId]);
}
}
return s;
}))] : allSpecies.filter(s => s.isCatchable());
return filteredSpecies[Utils.randSeedInt(filteredSpecies.length)];
}
generateRandomBiome(waveIndex: integer): Biome {
const relWave = waveIndex % 250;
const biomes = Utils.getEnumValues(Biome).slice(1, Utils.getEnumValues(Biome).filter(b => b >= 40).length * -1);
const maxDepth = biomeDepths[Biome.END][0] - 2;
const depthWeights = new Array(maxDepth + 1).fill(null)
.map((_, i: integer) => ((1 - Math.min(Math.abs((i / (maxDepth - 1)) - (relWave / 250)) + 0.25, 1)) / 0.75) * 250);
const biomeThresholds: integer[] = [];
let totalWeight = 0;
for (const biome of biomes) {
totalWeight += Math.ceil(depthWeights[biomeDepths[biome][0] - 1] / biomeDepths[biome][1]);
biomeThresholds.push(totalWeight);
}
const randInt = Utils.randSeedInt(totalWeight);
for (const biome of biomes) {
if (randInt < biomeThresholds[biome]) {
return biome;
}
}
return biomes[Utils.randSeedInt(biomes.length)];
}
isBgmPlaying(): boolean {
return this.bgm && this.bgm.isPlaying;
}
playBgm(bgmName?: string, fadeOut?: boolean): void {
if (bgmName === undefined) {
bgmName = this.currentBattle?.getBgmOverride(this) || this.arena?.bgm;
}
if (this.bgm && bgmName === this.bgm.key) {
if (!this.bgm.isPlaying) {
this.bgm.play({
volume: this.masterVolume * this.bgmVolume
});
}
return;
}
if (fadeOut && !this.bgm) {
fadeOut = false;
}
this.bgmCache.add(bgmName);
this.loadBgm(bgmName);
let loopPoint = 0;
loopPoint = bgmName === this.arena.bgm
? this.arena.getBgmLoopPoint()
: this.getBgmLoopPoint(bgmName);
let loaded = false;
const playNewBgm = () => {
[Enhancement] Added a bgmBar to show the name of the track once music is played (#2457) * Added a bgmBar to show the name of the track once music is played * Even more close to ability bar * It now shows. And also shows already for a couple of them a readable name * Now the queue actually works * Create locales for bgmName (bgm-bar ui) + Most of the music has only Japanese and English names But there are a number of tracks with official translations following OST commercialization * Add i18n and use it to retrieve OST names (avoids a giga switch case) + A fallback key is implemented in the case of adding tracks not referenced in the translation files, its value being just the name of the bgm itself * FormatText is now in Utils and not arena-flyout BGM Names for non-localized music will be formatted to have capitalized letters and no _ * It is now a setting. It can be even changed mid fight * Update src/ui/ability-bar.ts * Apply suggestions from code review Co-authored-by: Lugiad' <adrien.grivel@hotmail.fr> * Update src/locales/de/bgm-name.ts * Apply suggestions from code review Co-authored-by: sodam <66295123+sodaMelon@users.noreply.github.com> * Added the rest of the music names * Changed PMD EoS to PMD ETH in german (Pokemon Mystery Dungeon Erkundungsteam Himmel) * Due to feedback it is now "PMD ET-Himmel" * Corrected the encounter theme names (and some missed trainer class names) * Background is now a nicneslice. And it is at the top of the screen and above everything else * The bar now scales with the text. * Revert override * Update src/locales/fr/bgm-name.ts Co-authored-by: Lugiad' <adrien.grivel@hotmail.fr> * It now only appears when V is pressed (in all but starter select) * Cleared the cod eup * Update src/locales/zh_CN/bgm-name.ts Co-authored-by: Yonmaru40 <47717431+40chyan@users.noreply.github.com> * Update src/locales/zh_CN/settings.ts Co-authored-by: Yonmaru40 <47717431+40chyan@users.noreply.github.com> * Update src/locales/ko/bgm-name.ts Co-authored-by: sodam <66295123+sodaMelon@users.noreply.github.com> * The bgmBar now appears in the pause menu instead. * Should react better on settings change * To be safe this required a reload now * Update src/locales/fr/bgm-name.ts Co-authored-by: Lugiad' <adrien.grivel@hotmail.fr> * Update src/locales/fr/bgm-name.ts Co-authored-by: Lugiad' <adrien.grivel@hotmail.fr> * Write out pokemon mystery dungeon names in german * Update src/locales/es/bgm-name.ts Co-authored-by: GoldTra <162721984+GoldTra@users.noreply.github.com> * Update src/locales/zh_CN/bgm-name.ts Co-authored-by: Yonmaru40 <47717431+40chyan@users.noreply.github.com> * Update src/battle-scene.ts --------- Co-authored-by: Dakurei <maxime.palanchini@gmail.com> Co-authored-by: Lugiad' <adrien.grivel@hotmail.fr> Co-authored-by: sodam <66295123+sodaMelon@users.noreply.github.com> Co-authored-by: Yonmaru40 <47717431+40chyan@users.noreply.github.com> Co-authored-by: GoldTra <162721984+GoldTra@users.noreply.github.com>
2024-06-24 16:31:38 +01:00
this.ui.bgmBar.setBgmToBgmBar(bgmName);
if (bgmName === null && this.bgm && !this.bgm.pendingRemove) {
this.bgm.play({
volume: this.masterVolume * this.bgmVolume
});
return;
}
if (this.bgm && !this.bgm.pendingRemove && this.bgm.isPlaying) {
this.bgm.stop();
}
this.bgm = this.sound.add(bgmName, { loop: true });
this.bgm.play({
volume: this.masterVolume * this.bgmVolume
});
if (loopPoint) {
this.bgm.on("looped", () => this.bgm.play({ seek: loopPoint }));
}
};
this.load.once(Phaser.Loader.Events.COMPLETE, () => {
loaded = true;
if (!fadeOut || !this.bgm.isPlaying) {
playNewBgm();
}
});
if (fadeOut) {
const onBgmFaded = () => {
if (loaded && (!this.bgm.isPlaying || this.bgm.pendingRemove)) {
playNewBgm();
}
};
this.time.delayedCall(this.fadeOutBgm(500, true) ? 750 : 250, onBgmFaded);
}
if (!this.load.isLoading()) {
this.load.start();
}
}
pauseBgm(): boolean {
if (this.bgm && !this.bgm.pendingRemove && this.bgm.isPlaying) {
this.bgm.pause();
return true;
}
return false;
}
resumeBgm(): boolean {
if (this.bgm && !this.bgm.pendingRemove && this.bgm.isPaused) {
this.bgm.resume();
return true;
}
return false;
}
updateSoundVolume(): void {
if (this.sound) {
for (const sound of this.sound.getAllPlaying()) {
(sound as AnySound).setVolume(this.masterVolume * (this.bgmCache.has(sound.key) ? this.bgmVolume : this.seVolume));
}
}
}
fadeOutBgm(duration: integer = 500, destroy: boolean = true): boolean {
if (!this.bgm) {
return false;
}
const bgm = this.sound.getAllPlaying().find(bgm => bgm.key === this.bgm.key);
if (bgm) {
SoundFade.fadeOut(this, this.bgm, duration, destroy);
return true;
}
return false;
}
playSound(sound: string | AnySound, config?: object): AnySound {
if (config) {
if (config.hasOwnProperty("volume")) {
config["volume"] *= this.masterVolume * this.seVolume;
} else {
config["volume"] = this.masterVolume * this.seVolume;
}
} else {
config = { volume: this.masterVolume * this.seVolume };
}
// PRSFX sounds are mixed too loud
if ((typeof sound === "string" ? sound : sound.key).startsWith("PRSFX- ")) {
config["volume"] *= 0.5;
}
if (typeof sound === "string") {
this.sound.play(sound, config);
return this.sound.get(sound) as AnySound;
} else {
sound.play(config);
return sound;
}
}
playSoundWithoutBgm(soundName: string, pauseDuration?: integer): AnySound {
this.bgmCache.add(soundName);
const resumeBgm = this.pauseBgm();
this.playSound(soundName);
const sound = this.sound.get(soundName) as AnySound;
if (this.bgmResumeTimer) {
this.bgmResumeTimer.destroy();
}
if (resumeBgm) {
this.bgmResumeTimer = this.time.delayedCall((pauseDuration || Utils.fixedInt(sound.totalDuration * 1000)), () => {
this.resumeBgm();
this.bgmResumeTimer = null;
});
}
return sound;
}
getBgmLoopPoint(bgmName: string): number {
switch (bgmName) {
case "battle_kanto_champion": //B2W2 Kanto Champion Battle
return 13.950;
case "battle_johto_champion": //B2W2 Johto Champion Battle
return 23.498;
case "battle_hoenn_champion": //B2W2 Hoenn Champion Battle
return 11.328;
case "battle_sinnoh_champion": //B2W2 Sinnoh Champion Battle
return 12.235;
case "battle_champion_alder": //BW Unova Champion Battle
return 27.653;
case "battle_champion_iris": //B2W2 Unova Champion Battle
return 10.145;
case "battle_kalos_champion": //XY Kalos Champion Battle
return 10.380;
case "battle_alola_champion": //USUM Alola Champion Battle
return 13.025;
case "battle_galar_champion": //SWSH Galar Champion Battle
return 61.635;
case "battle_champion_geeta": //SV Champion Geeta Battle
return 37.447;
case "battle_champion_nemona": //SV Champion Nemona Battle
return 14.914;
case "battle_champion_kieran": //SV Champion Kieran Battle
return 7.206;
case "battle_hoenn_elite": //ORAS Elite Four Battle
return 11.350;
case "battle_unova_elite": //BW Elite Four Battle
return 17.730;
case "battle_kalos_elite": //XY Elite Four Battle
return 12.340;
case "battle_alola_elite": //SM Elite Four Battle
return 19.212;
case "battle_galar_elite": //SWSH League Tournament Battle
return 164.069;
case "battle_paldea_elite": //SV Elite Four Battle
return 12.770;
case "battle_bb_elite": //SV BB League Elite Four Battle
return 19.434;
case "battle_final_encounter": //PMD RTDX Rayquaza's Domain
return 19.159;
case "battle_final": //BW Ghetsis Battle
return 16.453;
case "battle_kanto_gym": //B2W2 Kanto Gym Battle
return 13.857;
case "battle_johto_gym": //B2W2 Johto Gym Battle
return 12.911;
case "battle_hoenn_gym": //B2W2 Hoenn Gym Battle
return 12.379;
case "battle_sinnoh_gym": //B2W2 Sinnoh Gym Battle
return 13.122;
case "battle_unova_gym": //BW Unova Gym Battle
return 19.145;
case "battle_kalos_gym": //XY Kalos Gym Battle
return 44.810;
case "battle_galar_gym": //SWSH Galar Gym Battle
return 171.262;
case "battle_paldea_gym": //SV Paldea Gym Battle
return 127.489;
case "battle_legendary_kanto": //XY Kanto Legendary Battle
return 32.966;
case "battle_legendary_raikou": //HGSS Raikou Battle
return 12.632;
case "battle_legendary_entei": //HGSS Entei Battle
return 2.905;
case "battle_legendary_suicune": //HGSS Suicune Battle
return 12.636;
case "battle_legendary_lugia": //HGSS Lugia Battle
return 19.770;
case "battle_legendary_ho_oh": //HGSS Ho-oh Battle
return 17.668;
case "battle_legendary_regis_g5": //B2W2 Legendary Titan Battle
return 49.500;
case "battle_legendary_regis_g6": //ORAS Legendary Titan Battle
return 21.130;
case "battle_legendary_gro_kyo": //ORAS Groudon & Kyogre Battle
return 10.547;
case "battle_legendary_rayquaza": //ORAS Rayquaza Battle
return 10.495;
case "battle_legendary_deoxys": //ORAS Deoxys Battle
return 13.333;
case "battle_legendary_lake_trio": //ORAS Lake Guardians Battle
return 16.887;
case "battle_legendary_sinnoh": //ORAS Sinnoh Legendary Battle
return 22.770;
case "battle_legendary_dia_pal": //ORAS Dialga & Palkia Battle
return 16.009;
case "battle_legendary_giratina": //ORAS Giratina Battle
return 10.451;
case "battle_legendary_arceus": //HGSS Arceus Battle
return 9.595;
case "battle_legendary_unova": //BW Unova Legendary Battle
return 13.855;
case "battle_legendary_kyurem": //BW Kyurem Battle
return 18.314;
case "battle_legendary_res_zek": //BW Reshiram & Zekrom Battle
return 18.329;
case "battle_legendary_xern_yvel": //XY Xerneas & Yveltal Battle
return 26.468;
case "battle_legendary_tapu": //SM Tapu Battle
return 0.000;
case "battle_legendary_sol_lun": //SM Solgaleo & Lunala Battle
return 6.525;
case "battle_legendary_ub": //SM Ultra Beast Battle
return 9.818;
case "battle_legendary_dusk_dawn": //USUM Dusk Mane & Dawn Wings Necrozma Battle
return 5.211;
case "battle_legendary_ultra_nec": //USUM Ultra Necrozma Battle
return 10.344;
case "battle_legendary_zac_zam": //SWSH Zacian & Zamazenta Battle
return 11.424;
case "battle_legendary_glas_spec": //SWSH Glastrier & Spectrier Battle
return 12.503;
case "battle_legendary_calyrex": //SWSH Calyrex Battle
return 50.641;
case "battle_legendary_birds_galar": //SWSH Galarian Legendary Birds Battle
return 0.175;
case "battle_legendary_ruinous": //SV Treasures of Ruin Battle
return 6.333;
case "battle_legendary_kor_mir": //SV Depths of Area Zero Battle
return 6.442;
case "battle_legendary_loyal_three": //SV Loyal Three Battle
return 6.500;
case "battle_legendary_ogerpon": //SV Ogerpon Battle
return 14.335;
case "battle_legendary_terapagos": //SV Terapagos Battle
return 24.377;
case "battle_legendary_pecharunt": //SV Pecharunt Battle
return 6.508;
case "battle_rival": //BW Rival Battle
return 13.689;
case "battle_rival_2": //BW N Battle
return 17.714;
case "battle_rival_3": //BW Final N Battle
return 17.586;
case "battle_trainer": //BW Trainer Battle
return 13.686;
case "battle_wild": //BW Wild Battle
return 12.703;
case "battle_wild_strong": //BW Strong Wild Battle
return 13.940;
case "end_summit": //PMD RTDX Sky Tower Summit
return 30.025;
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case "battle_rocket_grunt": //HGSS Team Rocket Battle
return 12.707;
case "battle_aqua_magma_grunt": //ORAS Team Aqua & Magma Battle
return 12.062;
case "battle_galactic_grunt": //BDSP Team Galactic Battle
return 13.043;
case "battle_plasma_grunt": //BW Team Plasma Battle
return 12.974;
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case "battle_flare_grunt": //XY Team Flare Battle
return 4.228;
case "battle_rocket_boss": //USUM Giovanni Battle
return 9.115;
case "battle_aqua_magma_boss": //ORAS Archie & Maxie Battle
return 14.847;
case "battle_galactic_boss": //BDSP Cyrus Battle
return 106.962;
case "battle_plasma_boss": //B2W2 Ghetsis Battle
return 25.624;
case "battle_flare_boss": //XY Lysandre Battle
return 8.085;
}
return 0;
}
toggleInvert(invert: boolean): void {
if (invert) {
this.cameras.main.setPostPipeline(InvertPostFX);
} else {
this.cameras.main.removePostPipeline("InvertPostFX");
}
}
/* Phase Functions */
getCurrentPhase(): Phase {
return this.currentPhase;
}
getStandbyPhase(): Phase {
return this.standbyPhase;
}
/**
* Adds a phase to the conditional queue and ensures it is executed only when the specified condition is met.
*
* This method allows deferring the execution of a phase until certain conditions are met, which is useful for handling
* situations like abilities and entry hazards that depend on specific game states.
*
* @param {Phase} phase - The phase to be added to the conditional queue.
* @param {() => boolean} condition - A function that returns a boolean indicating whether the phase should be executed.
*
*/
pushConditionalPhase(phase: Phase, condition: () => boolean): void {
this.conditionalQueue.push([condition, phase]);
}
pushPhase(phase: Phase, defer: boolean = false): void {
(!defer ? this.phaseQueue : this.nextCommandPhaseQueue).push(phase);
}
unshiftPhase(phase: Phase): void {
if (this.phaseQueuePrependSpliceIndex === -1) {
this.phaseQueuePrepend.push(phase);
} else {
this.phaseQueuePrepend.splice(this.phaseQueuePrependSpliceIndex, 0, phase);
}
}
clearPhaseQueue(): void {
this.phaseQueue.splice(0, this.phaseQueue.length);
}
setPhaseQueueSplice(): void {
this.phaseQueuePrependSpliceIndex = this.phaseQueuePrepend.length;
}
clearPhaseQueueSplice(): void {
this.phaseQueuePrependSpliceIndex = -1;
}
shiftPhase(): void {
if (this.standbyPhase) {
this.currentPhase = this.standbyPhase;
this.standbyPhase = null;
return;
}
if (this.phaseQueuePrependSpliceIndex > -1) {
this.clearPhaseQueueSplice();
}
if (this.phaseQueuePrepend.length) {
while (this.phaseQueuePrepend.length) {
this.phaseQueue.unshift(this.phaseQueuePrepend.pop());
}
}
if (!this.phaseQueue.length) {
this.populatePhaseQueue();
// clear the conditionalQueue if there are no phases left in the phaseQueue
this.conditionalQueue = [];
}
this.currentPhase = this.phaseQueue.shift();
// Check if there are any conditional phases queued
if (this.conditionalQueue?.length) {
// Retrieve the first conditional phase from the queue
const conditionalPhase = this.conditionalQueue.shift();
// Evaluate the condition associated with the phase
if (conditionalPhase[0]()) {
// If the condition is met, add the phase to the front of the phase queue
this.unshiftPhase(conditionalPhase[1]);
} else {
// If the condition is not met, re-add the phase back to the front of the conditional queue
this.conditionalQueue.unshift(conditionalPhase);
}
}
this.currentPhase.start();
}
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overridePhase(phase: Phase): boolean {
if (this.standbyPhase) {
return false;
}
this.standbyPhase = this.currentPhase;
this.currentPhase = phase;
phase.start();
return true;
}
findPhase(phaseFilter: (phase: Phase) => boolean): Phase {
return this.phaseQueue.find(phaseFilter);
}
tryReplacePhase(phaseFilter: (phase: Phase) => boolean, phase: Phase): boolean {
const phaseIndex = this.phaseQueue.findIndex(phaseFilter);
if (phaseIndex > -1) {
this.phaseQueue[phaseIndex] = phase;
return true;
}
return false;
}
tryRemovePhase(phaseFilter: (phase: Phase) => boolean): boolean {
const phaseIndex = this.phaseQueue.findIndex(phaseFilter);
if (phaseIndex > -1) {
this.phaseQueue.splice(phaseIndex, 1);
return true;
}
return false;
}
pushMovePhase(movePhase: MovePhase, priorityOverride?: integer): void {
const movePriority = new Utils.IntegerHolder(priorityOverride !== undefined ? priorityOverride : movePhase.move.getMove().priority);
applyAbAttrs(IncrementMovePriorityAbAttr, movePhase.pokemon, null, movePhase.move.getMove(), movePriority);
const lowerPriorityPhase = this.phaseQueue.find(p => p instanceof MovePhase && p.move.getMove().priority < movePriority.value);
if (lowerPriorityPhase) {
this.phaseQueue.splice(this.phaseQueue.indexOf(lowerPriorityPhase), 0, movePhase);
} else {
this.pushPhase(movePhase);
}
}
queueMessage(message: string, callbackDelay?: integer, prompt?: boolean, promptDelay?: integer, defer?: boolean) {
const phase = new MessagePhase(this, message, callbackDelay, prompt, promptDelay);
if (!defer) {
this.unshiftPhase(phase);
} else {
this.pushPhase(phase);
}
}
populatePhaseQueue(): void {
if (this.nextCommandPhaseQueue.length) {
this.phaseQueue.push(...this.nextCommandPhaseQueue);
this.nextCommandPhaseQueue.splice(0, this.nextCommandPhaseQueue.length);
}
this.phaseQueue.push(new TurnInitPhase(this));
}
addMoney(amount: integer): void {
this.money = Math.min(this.money + amount, Number.MAX_SAFE_INTEGER);
this.updateMoneyText();
this.animateMoneyChanged(true);
this.validateAchvs(MoneyAchv);
}
getWaveMoneyAmount(moneyMultiplier: number): integer {
const waveIndex = this.currentBattle.waveIndex;
const waveSetIndex = Math.ceil(waveIndex / 10) - 1;
const moneyValue = Math.pow((waveSetIndex + 1 + (0.75 + (((waveIndex - 1) % 10) + 1) / 10)) * 100, 1 + 0.005 * waveSetIndex) * moneyMultiplier;
return Math.floor(moneyValue / 10) * 10;
}
addModifier(modifier: Modifier, ignoreUpdate?: boolean, playSound?: boolean, virtual?: boolean, instant?: boolean): Promise<boolean> {
return new Promise(resolve => {
let success = false;
const soundName = modifier.type.soundName;
this.validateAchvs(ModifierAchv, modifier);
const modifiersToRemove: PersistentModifier[] = [];
const modifierPromises: Promise<boolean>[] = [];
if (modifier instanceof PersistentModifier) {
if (modifier instanceof TerastallizeModifier) {
modifiersToRemove.push(...(this.findModifiers(m => m instanceof TerastallizeModifier && m.pokemonId === modifier.pokemonId)));
}
if ((modifier as PersistentModifier).add(this.modifiers, !!virtual, this)) {
if (modifier instanceof PokemonFormChangeItemModifier || modifier instanceof TerastallizeModifier) {
success = modifier.apply([ this.getPokemonById(modifier.pokemonId), true ]);
}
if (playSound && !this.sound.get(soundName)) {
this.playSound(soundName);
}
} else if (!virtual) {
const defaultModifierType = getDefaultModifierTypeForTier(modifier.type.tier);
this.queueMessage(`The stack for this item is full.\n You will receive ${defaultModifierType.name} instead.`, null, true);
return this.addModifier(defaultModifierType.newModifier(), ignoreUpdate, playSound, false, instant).then(success => resolve(success));
}
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for (const rm of modifiersToRemove) {
this.removeModifier(rm);
}
if (!ignoreUpdate && !virtual) {
return this.updateModifiers(true, instant).then(() => resolve(success));
}
} else if (modifier instanceof ConsumableModifier) {
if (playSound && !this.sound.get(soundName)) {
this.playSound(soundName);
}
if (modifier instanceof ConsumablePokemonModifier) {
for (const p in this.party) {
const pokemon = this.party[p];
const args: any[] = [ pokemon ];
if (modifier instanceof PokemonHpRestoreModifier) {
if (!(modifier as PokemonHpRestoreModifier).fainted) {
const hpRestoreMultiplier = new Utils.IntegerHolder(1);
this.applyModifiers(HealingBoosterModifier, true, hpRestoreMultiplier);
args.push(hpRestoreMultiplier.value);
} else {
args.push(1);
}
} else if (modifier instanceof FusePokemonModifier) {
args.push(this.getPokemonById(modifier.fusePokemonId) as PlayerPokemon);
}
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if (modifier.shouldApply(args)) {
const result = modifier.apply(args);
if (result instanceof Promise) {
modifierPromises.push(result.then(s => success ||= s));
} else {
success ||= result;
}
}
}
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return Promise.allSettled([this.party.map(p => p.updateInfo(instant)), ...modifierPromises]).then(() => resolve(success));
} else {
const args = [ this ];
if (modifier.shouldApply(args)) {
const result = modifier.apply(args);
if (result instanceof Promise) {
return result.then(success => resolve(success));
} else {
success ||= result;
}
}
}
}
resolve(success);
});
}
addEnemyModifier(modifier: PersistentModifier, ignoreUpdate?: boolean, instant?: boolean): Promise<void> {
return new Promise(resolve => {
const modifiersToRemove: PersistentModifier[] = [];
if (modifier instanceof TerastallizeModifier) {
modifiersToRemove.push(...(this.findModifiers(m => m instanceof TerastallizeModifier && m.pokemonId === modifier.pokemonId, false)));
}
if ((modifier as PersistentModifier).add(this.enemyModifiers, false, this)) {
if (modifier instanceof PokemonFormChangeItemModifier || modifier instanceof TerastallizeModifier) {
modifier.apply([ this.getPokemonById(modifier.pokemonId), true ]);
}
for (const rm of modifiersToRemove) {
this.removeModifier(rm, true);
}
}
if (!ignoreUpdate) {
this.updateModifiers(false, instant).then(() => resolve());
} else {
resolve();
}
});
}
/**
* Try to transfer a held item to another pokemon.
* If the recepient already has the maximum amount allowed for this item, the transfer is cancelled.
* The quantity to transfer is automatically capped at how much the recepient can take before reaching the maximum stack size for the item.
* A transfer that moves a quantity smaller than what is specified in the transferQuantity parameter is still considered successful.
* @param itemModifier {@linkcode PokemonHeldItemModifier} item to transfer (represents the whole stack)
* @param target {@linkcode Pokemon} pokemon recepient in this transfer
* @param playSound {boolean}
* @param transferQuantity {@linkcode integer} how many items of the stack to transfer. Optional, defaults to 1
* @param instant {boolean}
* @param ignoreUpdate {boolean}
* @returns true if the transfer was successful
*/
tryTransferHeldItemModifier(itemModifier: PokemonHeldItemModifier, target: Pokemon, playSound: boolean, transferQuantity: integer = 1, instant?: boolean, ignoreUpdate?: boolean): Promise<boolean> {
return new Promise(resolve => {
const source = itemModifier.pokemonId ? itemModifier.getPokemon(target.scene) : null;
const cancelled = new Utils.BooleanHolder(false);
Utils.executeIf(source && source.isPlayer() !== target.isPlayer(), () => applyAbAttrs(BlockItemTheftAbAttr, source, cancelled)).then(() => {
if (cancelled.value) {
return resolve(false);
}
const newItemModifier = itemModifier.clone() as PokemonHeldItemModifier;
newItemModifier.pokemonId = target.id;
const matchingModifier = target.scene.findModifier(m => m instanceof PokemonHeldItemModifier
&& (m as PokemonHeldItemModifier).matchType(itemModifier) && m.pokemonId === target.id, target.isPlayer()) as PokemonHeldItemModifier;
let removeOld = true;
if (matchingModifier) {
const maxStackCount = matchingModifier.getMaxStackCount(target.scene);
if (matchingModifier.stackCount >= maxStackCount) {
return resolve(false);
}
const countTaken = Math.min(transferQuantity, itemModifier.stackCount, maxStackCount - matchingModifier.stackCount);
itemModifier.stackCount -= countTaken;
newItemModifier.stackCount = matchingModifier.stackCount + countTaken;
removeOld = !itemModifier.stackCount;
} else {
const countTaken = Math.min(transferQuantity, itemModifier.stackCount);
itemModifier.stackCount -= countTaken;
newItemModifier.stackCount = countTaken;
}
removeOld = !itemModifier.stackCount;
if (!removeOld || !source || this.removeModifier(itemModifier, !source.isPlayer())) {
const addModifier = () => {
if (!matchingModifier || this.removeModifier(matchingModifier, !target.isPlayer())) {
if (target.isPlayer()) {
this.addModifier(newItemModifier, ignoreUpdate, playSound, false, instant).then(() => resolve(true));
} else {
this.addEnemyModifier(newItemModifier, ignoreUpdate, instant).then(() => resolve(true));
}
} else {
resolve(false);
}
};
if (source && source.isPlayer() !== target.isPlayer() && !ignoreUpdate) {
this.updateModifiers(source.isPlayer(), instant).then(() => addModifier());
} else {
addModifier();
}
return;
}
resolve(false);
});
});
}
removePartyMemberModifiers(partyMemberIndex: integer): Promise<void> {
return new Promise(resolve => {
const pokemonId = this.getParty()[partyMemberIndex].id;
const modifiersToRemove = this.modifiers.filter(m => m instanceof PokemonHeldItemModifier && (m as PokemonHeldItemModifier).pokemonId === pokemonId);
for (const m of modifiersToRemove) {
this.modifiers.splice(this.modifiers.indexOf(m), 1);
}
this.updateModifiers().then(() => resolve());
});
}
generateEnemyModifiers(customHeldModifiers?: PokemonHeldItemModifierType[][]): Promise<void> {
return new Promise(resolve => {
if (this.currentBattle.battleSpec === BattleSpec.FINAL_BOSS) {
return resolve();
}
const difficultyWaveIndex = this.gameMode.getWaveForDifficulty(this.currentBattle.waveIndex);
const isFinalBoss = this.gameMode.isWaveFinal(this.currentBattle.waveIndex);
let chances = Math.ceil(difficultyWaveIndex / 10);
if (isFinalBoss) {
chances = Math.ceil(chances * 2.5);
}
const party = this.getEnemyParty();
if (this.currentBattle.trainer) {
const modifiers = this.currentBattle.trainer.genModifiers(party);
for (const modifier of modifiers) {
this.addEnemyModifier(modifier, true, true);
}
}
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party.every((enemyPokemon: EnemyPokemon, i: integer) => {
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if (customHeldModifiers && i < customHeldModifiers.length && customHeldModifiers[i] && customHeldModifiers[i].length > 0) {
customHeldModifiers[i].forEach(mt => mt.newModifier(enemyPokemon).add(this.enemyModifiers, false, this));
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return true;
}
const isBoss = enemyPokemon.isBoss() || (this.currentBattle.battleType === BattleType.TRAINER && this.currentBattle.trainer.config.isBoss);
let upgradeChance = 32;
if (isBoss) {
upgradeChance /= 2;
}
if (isFinalBoss) {
upgradeChance /= 8;
}
const modifierChance = this.gameMode.getEnemyModifierChance(isBoss);
let pokemonModifierChance = modifierChance;
if (this.currentBattle.battleType === BattleType.TRAINER)
pokemonModifierChance = Math.ceil(pokemonModifierChance * this.currentBattle.trainer.getPartyMemberModifierChanceMultiplier(i)); // eslint-disable-line
let count = 0;
for (let c = 0; c < chances; c++) {
if (!Utils.randSeedInt(modifierChance)) {
count++;
}
}
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if (isBoss) {
count = Math.max(count, Math.floor(chances / 2));
}
getEnemyModifierTypesForWave(difficultyWaveIndex, count, [ enemyPokemon ], this.currentBattle.battleType === BattleType.TRAINER ? ModifierPoolType.TRAINER : ModifierPoolType.WILD, upgradeChance)
.map(mt => mt.newModifier(enemyPokemon).add(this.enemyModifiers, false, this));
return true;
});
this.updateModifiers(false).then(() => resolve());
});
}
/**
* Removes all modifiers from enemy of PersistentModifier type
*/
clearEnemyModifiers(): void {
const modifiersToRemove = this.enemyModifiers.filter(m => m instanceof PersistentModifier);
for (const m of modifiersToRemove) {
this.enemyModifiers.splice(this.enemyModifiers.indexOf(m), 1);
}
this.updateModifiers(false).then(() => this.updateUIPositions());
}
/**
* Removes all modifiers from enemy of PokemonHeldItemModifier type
*/
clearEnemyHeldItemModifiers(): void {
const modifiersToRemove = this.enemyModifiers.filter(m => m instanceof PokemonHeldItemModifier);
for (const m of modifiersToRemove) {
this.enemyModifiers.splice(this.enemyModifiers.indexOf(m), 1);
}
this.updateModifiers(false).then(() => this.updateUIPositions());
}
setModifiersVisible(visible: boolean) {
[ this.modifierBar, this.enemyModifierBar ].map(m => m.setVisible(visible));
}
updateModifiers(player?: boolean, instant?: boolean): Promise<void> {
if (player === undefined) {
player = true;
}
return new Promise(resolve => {
const modifiers = player ? this.modifiers : this.enemyModifiers as PersistentModifier[];
for (let m = 0; m < modifiers.length; m++) {
const modifier = modifiers[m];
if (modifier instanceof PokemonHeldItemModifier && !this.getPokemonById((modifier as PokemonHeldItemModifier).pokemonId)) {
modifiers.splice(m--, 1);
}
}
for (const modifier of modifiers) {
if (modifier instanceof PersistentModifier) {
(modifier as PersistentModifier).virtualStackCount = 0;
}
}
const modifiersClone = modifiers.slice(0);
for (const modifier of modifiersClone) {
if (!modifier.getStackCount()) {
modifiers.splice(modifiers.indexOf(modifier), 1);
}
}
this.updatePartyForModifiers(player ? this.getParty() : this.getEnemyParty(), instant).then(() => {
(player ? this.modifierBar : this.enemyModifierBar).updateModifiers(modifiers);
if (!player) {
this.updateUIPositions();
}
resolve();
});
});
}
updatePartyForModifiers(party: Pokemon[], instant?: boolean): Promise<void> {
return new Promise(resolve => {
Promise.allSettled(party.map(p => {
if (p.scene) {
p.calculateStats();
}
return p.updateInfo(instant);
})).then(() => resolve());
});
}
removeModifier(modifier: PersistentModifier, enemy?: boolean): boolean {
const modifiers = !enemy ? this.modifiers : this.enemyModifiers;
const modifierIndex = modifiers.indexOf(modifier);
if (modifierIndex > -1) {
modifiers.splice(modifierIndex, 1);
if (modifier instanceof PokemonFormChangeItemModifier || modifier instanceof TerastallizeModifier) {
modifier.apply([ this.getPokemonById(modifier.pokemonId), false ]);
}
return true;
}
return false;
}
/**
* Get all of the modifiers that match `modifierType`
* @param modifierType The type of modifier to apply; must extend {@linkcode PersistentModifier}
* @param player Whether to search the player (`true`) or the enemy (`false`); Defaults to `true`
* @returns the list of all modifiers that matched `modifierType`.
*/
getModifiers<T extends PersistentModifier>(modifierType: Constructor<T>, player: boolean = true): T[] {
return (player ? this.modifiers : this.enemyModifiers).filter((m): m is T => m instanceof modifierType);
}
findModifiers(modifierFilter: ModifierPredicate, player: boolean = true): PersistentModifier[] {
return (player ? this.modifiers : this.enemyModifiers).filter(m => (modifierFilter as ModifierPredicate)(m));
}
findModifier(modifierFilter: ModifierPredicate, player: boolean = true): PersistentModifier {
return (player ? this.modifiers : this.enemyModifiers).find(m => (modifierFilter as ModifierPredicate)(m));
}
applyShuffledModifiers(scene: BattleScene, modifierType: Constructor<Modifier>, player: boolean = true, ...args: any[]): PersistentModifier[] {
let modifiers = (player ? this.modifiers : this.enemyModifiers).filter(m => m instanceof modifierType && m.shouldApply(args));
scene.executeWithSeedOffset(() => {
const shuffleModifiers = mods => {
if (mods.length < 1) {
return mods;
}
const rand = Math.floor(Utils.randSeedInt(mods.length));
return [mods[rand], ...shuffleModifiers(mods.filter((_, i) => i !== rand))];
};
modifiers = shuffleModifiers(modifiers);
}, scene.currentBattle.turn << 4, scene.waveSeed);
return this.applyModifiersInternal(modifiers, player, args);
}
applyModifiers(modifierType: Constructor<Modifier>, player: boolean = true, ...args: any[]): PersistentModifier[] {
const modifiers = (player ? this.modifiers : this.enemyModifiers).filter(m => m instanceof modifierType && m.shouldApply(args));
return this.applyModifiersInternal(modifiers, player, args);
}
applyModifiersInternal(modifiers: PersistentModifier[], player: boolean, args: any[]): PersistentModifier[] {
const appliedModifiers: PersistentModifier[] = [];
for (const modifier of modifiers) {
if (modifier.apply(args)) {
console.log("Applied", modifier.type.name, !player ? "(enemy)" : "");
appliedModifiers.push(modifier);
}
}
return appliedModifiers;
}
applyModifier(modifierType: Constructor<Modifier>, player: boolean = true, ...args: any[]): PersistentModifier {
const modifiers = (player ? this.modifiers : this.enemyModifiers).filter(m => m instanceof modifierType && m.shouldApply(args));
for (const modifier of modifiers) {
if (modifier.apply(args)) {
console.log("Applied", modifier.type.name, !player ? "(enemy)" : "");
return modifier;
}
}
return null;
}
triggerPokemonFormChange(pokemon: Pokemon, formChangeTriggerType: Constructor<SpeciesFormChangeTrigger>, delayed: boolean = false, modal: boolean = false): boolean {
if (pokemonFormChanges.hasOwnProperty(pokemon.species.speciesId)) {
const matchingFormChange = pokemonFormChanges[pokemon.species.speciesId].find(fc => fc.findTrigger(formChangeTriggerType) && fc.canChange(pokemon));
if (matchingFormChange) {
let phase: Phase;
if (pokemon instanceof PlayerPokemon && !matchingFormChange.quiet) {
phase = new FormChangePhase(this, pokemon, matchingFormChange, modal);
} else {
phase = new QuietFormChangePhase(this, pokemon, matchingFormChange);
}
if (pokemon instanceof PlayerPokemon && !matchingFormChange.quiet && modal) {
this.overridePhase(phase);
} else if (delayed) {
this.pushPhase(phase);
} else {
this.unshiftPhase(phase);
}
return true;
}
}
return false;
}
validateAchvs(achvType: Constructor<Achv>, ...args: unknown[]): void {
const filteredAchvs = Object.values(achvs).filter(a => a instanceof achvType);
for (const achv of filteredAchvs) {
this.validateAchv(achv, args);
}
}
validateAchv(achv: Achv, args?: any[]): boolean {
if (!this.gameData.achvUnlocks.hasOwnProperty(achv.id) && achv.validate(this, args)) {
this.gameData.achvUnlocks[achv.id] = new Date().getTime();
this.ui.achvBar.showAchv(achv);
if (vouchers.hasOwnProperty(achv.id)) {
this.validateVoucher(vouchers[achv.id]);
}
return true;
}
return false;
}
validateVoucher(voucher: Voucher, args?: any[]): boolean {
if (!this.gameData.voucherUnlocks.hasOwnProperty(voucher.id) && voucher.validate(this, args)) {
this.gameData.voucherUnlocks[voucher.id] = new Date().getTime();
this.ui.achvBar.showAchv(voucher);
this.gameData.voucherCounts[voucher.voucherType]++;
return true;
}
return false;
}
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updateGameInfo(): void {
const gameInfo = {
playTime: this.sessionPlayTime ? this.sessionPlayTime : 0,
gameMode: this.currentBattle ? this.gameMode.getName() : "Title",
biome: this.currentBattle ? getBiomeName(this.arena.biomeType) : "",
wave: this.currentBattle?.waveIndex || 0,
party: this.party ? this.party.map(p => {
return { name: p.name, level: p.level };
}) : []
};
(window as any).gameInfo = gameInfo;
}
/**
* Loads or generates a mystery encounter
* @param override - used to load session encounter when restarting game, etc.
* @returns
*/
getMysteryEncounter(override: IMysteryEncounter): IMysteryEncounter {
// Loading override or session encounter
let encounter: IMysteryEncounter;
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if (!isNullOrUndefined(Overrides.MYSTERY_ENCOUNTER_OVERRIDE) && allMysteryEncounters.hasOwnProperty(Overrides.MYSTERY_ENCOUNTER_OVERRIDE)) {
encounter = allMysteryEncounters[Overrides.MYSTERY_ENCOUNTER_OVERRIDE];
} else {
encounter = override?.encounterType >= 0 ? allMysteryEncounters[override?.encounterType] : null;
}
// Check for queued encounters first
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if (!encounter && this.mysteryEncounterData?.nextEncounterQueue?.length > 0) {
let i = 0;
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while (i < this.mysteryEncounterData.nextEncounterQueue.length && !!encounter) {
const candidate = this.mysteryEncounterData.nextEncounterQueue[i];
const forcedChance = candidate[1];
if (Utils.randSeedInt(100) < forcedChance) {
encounter = allMysteryEncounters[candidate[0]];
}
i++;
}
}
if (encounter) {
encounter = new IMysteryEncounter(encounter);
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encounter.populateDialogueTokensFromRequirements(this);
return encounter;
}
// Common / Uncommon / Rare / Super Rare
const tierWeights = [64, 40, 21, 3];
// Adjust tier weights by previously encountered events to lower odds of only common/uncommons in run
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this.mysteryEncounterData.encounteredEvents.forEach(val => {
const tier = val[1];
if (tier === MysteryEncounterTier.COMMON) {
tierWeights[0] = tierWeights[0] - 6;
} else if (tier === MysteryEncounterTier.GREAT) {
tierWeights[1] = tierWeights[1] - 4;
}
});
const totalWeight = tierWeights.reduce((a, b) => a + b);
const tierValue = Utils.randSeedInt(totalWeight);
const commonThreshold = totalWeight - tierWeights[0];
const uncommonThreshold = totalWeight - tierWeights[0] - tierWeights[1];
const rareThreshold = totalWeight - tierWeights[0] - tierWeights[1] - tierWeights[2];
let tier = tierValue > commonThreshold ? MysteryEncounterTier.COMMON : tierValue > uncommonThreshold ? MysteryEncounterTier.GREAT : tierValue > rareThreshold ? MysteryEncounterTier.ULTRA : MysteryEncounterTier.ROGUE;
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if (!isNullOrUndefined(Overrides.MYSTERY_ENCOUNTER_TIER_OVERRIDE)) {
tier = Overrides.MYSTERY_ENCOUNTER_TIER_OVERRIDE;
}
let availableEncounters: IMysteryEncounter[] = [];
// New encounter will never be the same as the most recent encounter
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const previousEncounter = this.mysteryEncounterData.encounteredEvents?.length > 0 ? this.mysteryEncounterData.encounteredEvents[this.mysteryEncounterData.encounteredEvents.length - 1][0] : null;
const biomeMysteryEncounters = mysteryEncountersByBiome.get(this.arena.biomeType);
// If no valid encounters exist at tier, checks next tier down, continuing until there are some encounters available
while (availableEncounters.length === 0 && tier >= 0) {
availableEncounters = biomeMysteryEncounters
.filter((encounterType) => {
if (allMysteryEncounters[encounterType].encounterTier !== tier) { // Encounter is in tier
return false;
}
if (!allMysteryEncounters[encounterType]?.meetsRequirements(this)) { // Meets encounter requirements
return false;
}
if (!isNullOrUndefined(previousEncounter) && encounterType === previousEncounter) { // Previous encounter was not this one
return false;
}
if (this.mysteryEncounterData.encounteredEvents?.length > 0 && // Encounter has not exceeded max allowed encounters
allMysteryEncounters[encounterType].maxAllowedEncounters > 0
&& this.mysteryEncounterData.encounteredEvents.filter(e => e[0] === encounterType).length >= allMysteryEncounters[encounterType].maxAllowedEncounters) {
return false;
}
return true;
})
.map((m) => (allMysteryEncounters[m]));
tier--;
}
// If absolutely no encounters are available, spawn 0th encounter
if (availableEncounters.length === 0) {
return allMysteryEncounters[MysteryEncounterType.MYSTERIOUS_CHALLENGERS];
}
encounter = availableEncounters[Utils.randSeedInt(availableEncounters.length)];
// New encounter object to not dirty flags
encounter = new IMysteryEncounter(encounter);
encounter.populateDialogueTokensFromRequirements(this);
return encounter;
}
}