pokerogue/src/data/status-effect.ts

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import * as Utils from "../utils";
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export enum StatusEffect {
NONE,
POISON,
TOXIC,
PARALYSIS,
SLEEP,
FREEZE,
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BURN,
FAINT
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}
export class Status {
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public effect: StatusEffect;
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public turnCount: integer;
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public cureTurn: integer;
constructor(effect: StatusEffect, turnCount: integer = 0, cureTurn?: integer) {
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this.effect = effect;
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this.turnCount = turnCount === undefined ? 0 : turnCount;
this.cureTurn = cureTurn;
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}
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incrementTurn(): void {
this.turnCount++;
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}
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isPostTurn(): boolean {
return this.effect === StatusEffect.POISON || this.effect === StatusEffect.TOXIC || this.effect === StatusEffect.BURN;
}
}
export function getStatusEffectObtainText(statusEffect: StatusEffect, sourceText?: string): string {
const sourceClause = sourceText ? ` ${statusEffect !== StatusEffect.SLEEP ? "by" : "from"} ${sourceText}` : "";
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switch (statusEffect) {
case StatusEffect.POISON:
return `\nwas poisoned${sourceClause}!`;
case StatusEffect.TOXIC:
return `\nwas badly poisoned${sourceClause}!`;
case StatusEffect.PARALYSIS:
return ` was paralyzed${sourceClause}!\nIt may be unable to move!`;
case StatusEffect.SLEEP:
return `\nfell asleep${sourceClause}!`;
case StatusEffect.FREEZE:
return `\nwas frozen solid${sourceClause}!`;
case StatusEffect.BURN:
return `\nwas burned${sourceClause}!`;
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}
return "";
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}
export function getStatusEffectActivationText(statusEffect: StatusEffect): string {
switch (statusEffect) {
case StatusEffect.POISON:
case StatusEffect.TOXIC:
return " is hurt\nby poison!";
case StatusEffect.PARALYSIS:
return " is paralyzed!\nIt can't move!";
case StatusEffect.SLEEP:
return " is fast asleep.";
case StatusEffect.FREEZE:
return " is\nfrozen solid!";
case StatusEffect.BURN:
return " is hurt\nby its burn!";
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}
return "";
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}
export function getStatusEffectOverlapText(statusEffect: StatusEffect): string {
switch (statusEffect) {
case StatusEffect.POISON:
case StatusEffect.TOXIC:
return " is\nalready poisoned!";
case StatusEffect.PARALYSIS:
return " is\nalready paralyzed!";
case StatusEffect.SLEEP:
return " is\nalready asleep!";
case StatusEffect.FREEZE:
return " is\nalready frozen!";
case StatusEffect.BURN:
return " is\nalready burned!";
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}
return "";
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}
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export function getStatusEffectHealText(statusEffect: StatusEffect): string {
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switch (statusEffect) {
case StatusEffect.POISON:
case StatusEffect.TOXIC:
return " was\ncured of its poison!";
case StatusEffect.PARALYSIS:
return " was\nhealed of paralysis!";
case StatusEffect.SLEEP:
return " woke up!";
case StatusEffect.FREEZE:
return " was\ndefrosted!";
case StatusEffect.BURN:
return " was\nhealed of its burn!";
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}
return "";
}
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export function getStatusEffectDescriptor(statusEffect: StatusEffect): string {
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switch (statusEffect) {
case StatusEffect.POISON:
case StatusEffect.TOXIC:
return "poisoning";
case StatusEffect.PARALYSIS:
return "paralysis";
case StatusEffect.SLEEP:
return "sleep";
case StatusEffect.FREEZE:
return "freezing";
case StatusEffect.BURN:
return "burn";
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}
}
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export function getStatusEffectCatchRateMultiplier(statusEffect: StatusEffect): number {
switch (statusEffect) {
case StatusEffect.POISON:
case StatusEffect.TOXIC:
case StatusEffect.PARALYSIS:
case StatusEffect.BURN:
return 1.5;
case StatusEffect.SLEEP:
case StatusEffect.FREEZE:
return 2.5;
}
return 1;
}
/**
* Returns a random non-volatile StatusEffect
*/
export function generateRandomStatusEffect(): StatusEffect {
return Utils.randIntRange(1, 6);
}
/**
* Returns a random non-volatile StatusEffect between the two provided
* @param statusEffectA The first StatusEffect
* @param statusEffectA The second StatusEffect
*/
export function getRandomStatusEffect(statusEffectA: StatusEffect, statusEffectB: StatusEffect): StatusEffect {
if (statusEffectA === StatusEffect.NONE || statusEffectA === StatusEffect.FAINT) {
return statusEffectB;
}
if (statusEffectB === StatusEffect.NONE || statusEffectB === StatusEffect.FAINT) {
return statusEffectA;
}
return Utils.randIntRange(0, 2) ? statusEffectA : statusEffectB;
}
/**
* Returns a random non-volatile StatusEffect between the two provided
* @param statusA The first Status
* @param statusB The second Status
*/
export function getRandomStatus(statusA: Status, statusB: Status): Status {
if (statusA === undefined || statusA.effect === StatusEffect.NONE || statusA.effect === StatusEffect.FAINT) {
return statusB;
}
if (statusB === undefined || statusB.effect === StatusEffect.NONE || statusB.effect === StatusEffect.FAINT) {
return statusA;
}
return Utils.randIntRange(0, 2) ? statusA : statusB;
}