pokerogue/src/field/trainer.ts

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import BattleScene from "../battle-scene";
import { pokemonPrevolutions } from "../data/pokemon-evolutions";
import PokemonSpecies, { getPokemonSpecies } from "../data/pokemon-species";
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import { TrainerConfig, TrainerPartyCompoundTemplate, TrainerPartyTemplate, TrainerPoolTier, TrainerSlot, trainerConfigs, trainerPartyTemplates } from "../data/trainer-config";
import { PartyMemberStrength } from "../data/enums/party-member-strength";
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import { TrainerType } from "../data/enums/trainer-type";
import { EnemyPokemon } from "./pokemon";
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import * as Utils from "../utils";
import { PersistentModifier } from "../modifier/modifier";
import { trainerNamePools } from "../data/trainer-names";
import { ArenaTagSide, ArenaTrapTag } from "#app/data/arena-tag";
Issue #745 localized trainer names trainer classes and titles (#752) * Issue #745 - Added the option to localize titles, trainer names (for important trainers like elite 4, champs etc) and trainer classes. - Also i already did the whole localization for german (sorry thats the only language is speak other then english...) - Also renamed the trainer Type "student" to school_kid (because there apparently really is a trainer class called student since the gen 9 dlc) - And i changed it so it makes sure that i18 only gets initalized once (it may be needed to initalize it before the loading phase so the elite 4 titles etc can be localized) * Issue #745 - Removed stuff that wasnt meant for this branch * Translation of French trainers.ts * Translation of French trainers.ts * Translation of French trainers.ts * Fixed spelling on german translation * Fixed name of Hex Maniac * ADded missing "," that were lost in the merge * For Trainer Classes that have a female and male variant the correct name is now choosen. (If a language has both). Also added a safety net that if the female version does not exist it uses the one without the suffix * Reverting override.ts * Added ptBR trainers.ts (thanks to zé ricardo on discord) * Updates Pokefan to reflect the correct english spelling (in all languages that still have the english defaults) * Updated Rich_kid trainer typ to named correctly as "Rich Boy" in english and all non yet localized languages * Added that the title will get made lower case so the rival is correctly set * Reverted a formatting change that i didnt make intentionally --------- Co-authored-by: Lugiad <adrien.grivel@hotmail.fr>
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import {getIsInitialized, initI18n} from "#app/plugins/i18n";
import i18next from "i18next";
export enum TrainerVariant {
DEFAULT,
FEMALE,
DOUBLE
}
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export default class Trainer extends Phaser.GameObjects.Container {
public config: TrainerConfig;
public variant: TrainerVariant;
public partyTemplateIndex: integer;
public name: string;
public partnerName: string;
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constructor(scene: BattleScene, trainerType: TrainerType, variant: TrainerVariant, partyTemplateIndex?: integer, name?: string, partnerName?: string) {
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super(scene, -72, 80);
this.config = trainerConfigs.hasOwnProperty(trainerType)
? trainerConfigs[trainerType]
: trainerConfigs[TrainerType.ACE_TRAINER];
this.variant = variant;
this.partyTemplateIndex = Math.min(partyTemplateIndex !== undefined ? partyTemplateIndex : Utils.randSeedWeightedItem(this.config.partyTemplates.map((_, i) => i)),
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this.config.partyTemplates.length - 1);
if (trainerNamePools.hasOwnProperty(trainerType)) {
const namePool = trainerNamePools[trainerType];
this.name = name || Utils.randSeedItem(Array.isArray(namePool[0]) ? namePool[variant === TrainerVariant.FEMALE ? 1 : 0] : namePool);
if (variant === TrainerVariant.DOUBLE) {
if (this.config.doubleOnly) {
if (partnerName) {
this.partnerName = partnerName;
} else {
[ this.name, this.partnerName ] = this.name.split(" & ");
}
} else {
this.partnerName = partnerName || Utils.randSeedItem(Array.isArray(namePool[0]) ? namePool[1] : namePool);
}
}
}
switch (this.variant) {
case TrainerVariant.FEMALE:
if (!this.config.hasGenders) {
variant = TrainerVariant.DEFAULT;
}
break;
case TrainerVariant.DOUBLE:
if (!this.config.hasDouble) {
variant = TrainerVariant.DEFAULT;
}
break;
}
console.log(Object.keys(trainerPartyTemplates)[Object.values(trainerPartyTemplates).indexOf(this.getPartyTemplate())]);
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const getSprite = (hasShadow?: boolean, forceFemale?: boolean) => {
const ret = this.scene.addFieldSprite(0, 0, this.config.getSpriteKey(variant === TrainerVariant.FEMALE || forceFemale));
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ret.setOrigin(0.5, 1);
ret.setPipeline(this.scene.spritePipeline, { tone: [ 0.0, 0.0, 0.0, 0.0 ], hasShadow: !!hasShadow });
return ret;
};
const sprite = getSprite(true);
const tintSprite = getSprite();
tintSprite.setVisible(false);
this.add(sprite);
this.add(tintSprite);
if (variant === TrainerVariant.DOUBLE && !this.config.doubleOnly) {
const partnerSprite = getSprite(true, true);
const partnerTintSprite = getSprite(false, true);
partnerTintSprite.setVisible(false);
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sprite.x = -4;
tintSprite.x = -4;
partnerSprite.x = 28;
partnerTintSprite.x = 28;
this.add(partnerSprite);
this.add(partnerTintSprite);
}
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}
getKey(forceFemale?: boolean): string {
return this.config.getSpriteKey(this.variant === TrainerVariant.FEMALE || forceFemale);
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}
/**
* Returns the name of the trainer based on the provided trainer slot and the option to include a title.
* @param {TrainerSlot} trainerSlot - The slot to determine which name to use. Defaults to TrainerSlot.NONE.
* @param {boolean} includeTitle - Whether to include the title in the returned name. Defaults to false.
* @returns {string} - The formatted name of the trainer.
**/
getName(trainerSlot: TrainerSlot = TrainerSlot.NONE, includeTitle: boolean = false): string {
// Get the base title based on the trainer slot and variant.
let name = this.config.getTitle(trainerSlot, this.variant);
Issue #745 localized trainer names trainer classes and titles (#752) * Issue #745 - Added the option to localize titles, trainer names (for important trainers like elite 4, champs etc) and trainer classes. - Also i already did the whole localization for german (sorry thats the only language is speak other then english...) - Also renamed the trainer Type "student" to school_kid (because there apparently really is a trainer class called student since the gen 9 dlc) - And i changed it so it makes sure that i18 only gets initalized once (it may be needed to initalize it before the loading phase so the elite 4 titles etc can be localized) * Issue #745 - Removed stuff that wasnt meant for this branch * Translation of French trainers.ts * Translation of French trainers.ts * Translation of French trainers.ts * Fixed spelling on german translation * Fixed name of Hex Maniac * ADded missing "," that were lost in the merge * For Trainer Classes that have a female and male variant the correct name is now choosen. (If a language has both). Also added a safety net that if the female version does not exist it uses the one without the suffix * Reverting override.ts * Added ptBR trainers.ts (thanks to zé ricardo on discord) * Updates Pokefan to reflect the correct english spelling (in all languages that still have the english defaults) * Updated Rich_kid trainer typ to named correctly as "Rich Boy" in english and all non yet localized languages * Added that the title will get made lower case so the rival is correctly set * Reverted a formatting change that i didnt make intentionally --------- Co-authored-by: Lugiad <adrien.grivel@hotmail.fr>
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// Determine the title to include based on the configuration and includeTitle flag.
let title = includeTitle && this.config.title ? this.config.title : null;
Issue #745 localized trainer names trainer classes and titles (#752) * Issue #745 - Added the option to localize titles, trainer names (for important trainers like elite 4, champs etc) and trainer classes. - Also i already did the whole localization for german (sorry thats the only language is speak other then english...) - Also renamed the trainer Type "student" to school_kid (because there apparently really is a trainer class called student since the gen 9 dlc) - And i changed it so it makes sure that i18 only gets initalized once (it may be needed to initalize it before the loading phase so the elite 4 titles etc can be localized) * Issue #745 - Removed stuff that wasnt meant for this branch * Translation of French trainers.ts * Translation of French trainers.ts * Translation of French trainers.ts * Fixed spelling on german translation * Fixed name of Hex Maniac * ADded missing "," that were lost in the merge * For Trainer Classes that have a female and male variant the correct name is now choosen. (If a language has both). Also added a safety net that if the female version does not exist it uses the one without the suffix * Reverting override.ts * Added ptBR trainers.ts (thanks to zé ricardo on discord) * Updates Pokefan to reflect the correct english spelling (in all languages that still have the english defaults) * Updated Rich_kid trainer typ to named correctly as "Rich Boy" in english and all non yet localized languages * Added that the title will get made lower case so the rival is correctly set * Reverted a formatting change that i didnt make intentionally --------- Co-authored-by: Lugiad <adrien.grivel@hotmail.fr>
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// If the trainer has a name (not null or undefined).
if (this.name) {
// If the title should be included.
if (includeTitle) {
// Check if the internationalization (i18n) system is initialized.
Issue #745 localized trainer names trainer classes and titles (#752) * Issue #745 - Added the option to localize titles, trainer names (for important trainers like elite 4, champs etc) and trainer classes. - Also i already did the whole localization for german (sorry thats the only language is speak other then english...) - Also renamed the trainer Type "student" to school_kid (because there apparently really is a trainer class called student since the gen 9 dlc) - And i changed it so it makes sure that i18 only gets initalized once (it may be needed to initalize it before the loading phase so the elite 4 titles etc can be localized) * Issue #745 - Removed stuff that wasnt meant for this branch * Translation of French trainers.ts * Translation of French trainers.ts * Translation of French trainers.ts * Fixed spelling on german translation * Fixed name of Hex Maniac * ADded missing "," that were lost in the merge * For Trainer Classes that have a female and male variant the correct name is now choosen. (If a language has both). Also added a safety net that if the female version does not exist it uses the one without the suffix * Reverting override.ts * Added ptBR trainers.ts (thanks to zé ricardo on discord) * Updates Pokefan to reflect the correct english spelling (in all languages that still have the english defaults) * Updated Rich_kid trainer typ to named correctly as "Rich Boy" in english and all non yet localized languages * Added that the title will get made lower case so the rival is correctly set * Reverted a formatting change that i didnt make intentionally --------- Co-authored-by: Lugiad <adrien.grivel@hotmail.fr>
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if (!getIsInitialized()) {
// Initialize the i18n system if it is not already initialized.
initI18n();
Issue #745 localized trainer names trainer classes and titles (#752) * Issue #745 - Added the option to localize titles, trainer names (for important trainers like elite 4, champs etc) and trainer classes. - Also i already did the whole localization for german (sorry thats the only language is speak other then english...) - Also renamed the trainer Type "student" to school_kid (because there apparently really is a trainer class called student since the gen 9 dlc) - And i changed it so it makes sure that i18 only gets initalized once (it may be needed to initalize it before the loading phase so the elite 4 titles etc can be localized) * Issue #745 - Removed stuff that wasnt meant for this branch * Translation of French trainers.ts * Translation of French trainers.ts * Translation of French trainers.ts * Fixed spelling on german translation * Fixed name of Hex Maniac * ADded missing "," that were lost in the merge * For Trainer Classes that have a female and male variant the correct name is now choosen. (If a language has both). Also added a safety net that if the female version does not exist it uses the one without the suffix * Reverting override.ts * Added ptBR trainers.ts (thanks to zé ricardo on discord) * Updates Pokefan to reflect the correct english spelling (in all languages that still have the english defaults) * Updated Rich_kid trainer typ to named correctly as "Rich Boy" in english and all non yet localized languages * Added that the title will get made lower case so the rival is correctly set * Reverted a formatting change that i didnt make intentionally --------- Co-authored-by: Lugiad <adrien.grivel@hotmail.fr>
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}
// Get the localized trainer class name from the i18n file and set it as the title.
// This is used for trainer class names, not titles like "Elite Four, Champion, etc."
title = i18next.t(`trainerClasses:${name.toLowerCase().replace(/\s/g, "_")}`);
}
// If no specific trainer slot is set.
if (!trainerSlot) {
// Use the trainer's name.
name = this.name;
// If there is a partner name, concatenate it with the trainer's name using "&".
if (this.partnerName) {
name = `${name} & ${this.partnerName}`;
}
} else {
// Assign the name based on the trainer slot:
// Use 'this.name' if 'trainerSlot' is TRAINER.
// Otherwise, use 'this.partnerName' if it exists, or 'this.name' if it doesn't.
name = trainerSlot === TrainerSlot.TRAINER ? this.name : this.partnerName || this.name;
}
}
Issue #745 localized trainer names trainer classes and titles (#752) * Issue #745 - Added the option to localize titles, trainer names (for important trainers like elite 4, champs etc) and trainer classes. - Also i already did the whole localization for german (sorry thats the only language is speak other then english...) - Also renamed the trainer Type "student" to school_kid (because there apparently really is a trainer class called student since the gen 9 dlc) - And i changed it so it makes sure that i18 only gets initalized once (it may be needed to initalize it before the loading phase so the elite 4 titles etc can be localized) * Issue #745 - Removed stuff that wasnt meant for this branch * Translation of French trainers.ts * Translation of French trainers.ts * Translation of French trainers.ts * Fixed spelling on german translation * Fixed name of Hex Maniac * ADded missing "," that were lost in the merge * For Trainer Classes that have a female and male variant the correct name is now choosen. (If a language has both). Also added a safety net that if the female version does not exist it uses the one without the suffix * Reverting override.ts * Added ptBR trainers.ts (thanks to zé ricardo on discord) * Updates Pokefan to reflect the correct english spelling (in all languages that still have the english defaults) * Updated Rich_kid trainer typ to named correctly as "Rich Boy" in english and all non yet localized languages * Added that the title will get made lower case so the rival is correctly set * Reverted a formatting change that i didnt make intentionally --------- Co-authored-by: Lugiad <adrien.grivel@hotmail.fr>
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// Return the formatted name, including the title if it is set.
return title ? `${title} ${name}` : name;
}
isDouble(): boolean {
return this.config.doubleOnly || this.variant === TrainerVariant.DOUBLE;
}
getBattleBgm(): string {
return this.config.battleBgm;
}
getEncounterBgm(): string {
return !this.variant ? this.config.encounterBgm : (this.variant === TrainerVariant.DOUBLE ? this.config.doubleEncounterBgm : this.config.femaleEncounterBgm) || this.config.encounterBgm;
}
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getEncounterMessages(): string[] {
return !this.variant ? this.config.encounterMessages : (this.variant === TrainerVariant.DOUBLE ? this.config.doubleEncounterMessages : this.config.femaleEncounterMessages) || this.config.encounterMessages;
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}
getVictoryMessages(): string[] {
return !this.variant ? this.config.victoryMessages : (this.variant === TrainerVariant.DOUBLE ? this.config.doubleVictoryMessages : this.config.femaleVictoryMessages) || this.config.victoryMessages;
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}
getDefeatMessages(): string[] {
return !this.variant ? this.config.defeatMessages : (this.variant === TrainerVariant.DOUBLE ? this.config.doubleDefeatMessages : this.config.femaleDefeatMessages) || this.config.defeatMessages;
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}
getPartyTemplate(): TrainerPartyTemplate {
if (this.config.partyTemplateFunc) {
return this.config.partyTemplateFunc(this.scene);
}
return this.config.partyTemplates[this.partyTemplateIndex];
}
getPartyLevels(waveIndex: integer): integer[] {
const ret = [];
const partyTemplate = this.getPartyTemplate();
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const difficultyWaveIndex = this.scene.gameMode.getWaveForDifficulty(waveIndex);
const baseLevel = 1 + difficultyWaveIndex / 2 + Math.pow(difficultyWaveIndex / 25, 2);
if (this.isDouble() && partyTemplate.size < 2) {
partyTemplate.size = 2;
}
for (let i = 0; i < partyTemplate.size; i++) {
let multiplier = 1;
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const strength = partyTemplate.getStrength(i);
switch (strength) {
case PartyMemberStrength.WEAKER:
multiplier = 0.95;
break;
case PartyMemberStrength.WEAK:
multiplier = 1.0;
break;
case PartyMemberStrength.AVERAGE:
multiplier = 1.1;
break;
case PartyMemberStrength.STRONG:
multiplier = 1.2;
break;
case PartyMemberStrength.STRONGER:
multiplier = 1.25;
break;
}
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let levelOffset = 0;
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if (strength < PartyMemberStrength.STRONG) {
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multiplier = Math.min(multiplier + 0.025 * Math.floor(difficultyWaveIndex / 25), 1.2);
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levelOffset = -Math.floor((difficultyWaveIndex / 50) * (PartyMemberStrength.STRONG - strength));
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}
const level = Math.ceil(baseLevel * multiplier) + levelOffset;
ret.push(level);
}
return ret;
}
genPartyMember(index: integer): EnemyPokemon {
const battle = this.scene.currentBattle;
const level = battle.enemyLevels[index];
let ret: EnemyPokemon;
this.scene.executeWithSeedOffset(() => {
const template = this.getPartyTemplate();
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const strength: PartyMemberStrength = template.getStrength(index);
if (this.config.partyMemberFuncs.hasOwnProperty(index)) {
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ret = this.config.partyMemberFuncs[index](this.scene, level, strength);
return;
}
if (this.config.partyMemberFuncs.hasOwnProperty(index - template.size)) {
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ret = this.config.partyMemberFuncs[index - template.size](this.scene, level, template.getStrength(index));
return;
}
let offset = 0;
if (template instanceof TrainerPartyCompoundTemplate) {
for (const innerTemplate of template.templates) {
if (offset + innerTemplate.size > index) {
break;
}
offset += innerTemplate.size;
}
}
const species = template.isSameSpecies(index) && index > offset
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? getPokemonSpecies(battle.enemyParty[offset].species.getTrainerSpeciesForLevel(level, false, template.getStrength(offset)))
: this.genNewPartyMemberSpecies(level, strength);
ret = this.scene.addEnemyPokemon(species, level, !this.isDouble() || !(index % 2) ? TrainerSlot.TRAINER : TrainerSlot.TRAINER_PARTNER);
}, this.config.hasStaticParty ? this.config.getDerivedType() + ((index + 1) << 8) : this.scene.currentBattle.waveIndex + (this.config.getDerivedType() << 10) + (((!this.config.useSameSeedForAllMembers ? index : 0) + 1) << 8));
return ret;
}
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genNewPartyMemberSpecies(level: integer, strength: PartyMemberStrength, attempt?: integer): PokemonSpecies {
const battle = this.scene.currentBattle;
const template = this.getPartyTemplate();
let species: PokemonSpecies;
if (this.config.speciesPools) {
const tierValue = Utils.randSeedInt(512);
let tier = tierValue >= 156 ? TrainerPoolTier.COMMON : tierValue >= 32 ? TrainerPoolTier.UNCOMMON : tierValue >= 6 ? TrainerPoolTier.RARE : tierValue >= 1 ? TrainerPoolTier.SUPER_RARE : TrainerPoolTier.ULTRA_RARE;
console.log(TrainerPoolTier[tier]);
while (!this.config.speciesPools.hasOwnProperty(tier) || !this.config.speciesPools[tier].length) {
console.log(`Downgraded trainer Pokemon rarity tier from ${TrainerPoolTier[tier]} to ${TrainerPoolTier[tier - 1]}`);
tier--;
}
const tierPool = this.config.speciesPools[tier];
species = getPokemonSpecies(Utils.randSeedItem(tierPool));
} else {
species = this.scene.randomSpecies(battle.waveIndex, level, false, this.config.speciesFilter);
}
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let ret = getPokemonSpecies(species.getTrainerSpeciesForLevel(level, true, strength));
let retry = false;
console.log(ret.getName());
if (pokemonPrevolutions.hasOwnProperty(species.speciesId) && ret.speciesId !== species.speciesId) {
retry = true;
} else if (template.isBalanced(battle.enemyParty.length)) {
const partyMemberTypes = battle.enemyParty.map(p => p.getTypes(true)).flat();
if (partyMemberTypes.indexOf(ret.type1) > -1 || (ret.type2 !== null && partyMemberTypes.indexOf(ret.type2) > -1)) {
retry = true;
}
}
if (!retry && this.config.specialtyTypes.length && !this.config.specialtyTypes.find(t => ret.isOfType(t))) {
retry = true;
console.log("Attempting reroll of species evolution to fit specialty type...");
let evoAttempt = 0;
while (retry && evoAttempt++ < 10) {
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ret = getPokemonSpecies(species.getTrainerSpeciesForLevel(level, true, strength));
console.log(ret.name);
if (this.config.specialtyTypes.find(t => ret.isOfType(t))) {
retry = false;
}
}
}
if (retry && (attempt || 0) < 10) {
console.log("Rerolling party member...");
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ret = this.genNewPartyMemberSpecies(level, strength, (attempt || 0) + 1);
}
return ret;
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}
getPartyMemberMatchupScores(trainerSlot: TrainerSlot = TrainerSlot.NONE, forSwitch: boolean = false): [integer, integer][] {
if (trainerSlot && !this.isDouble()) {
trainerSlot = TrainerSlot.NONE;
}
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const party = this.scene.getEnemyParty();
const nonFaintedPartyMembers = party.slice(this.scene.currentBattle.getBattlerCount()).filter(p => !p.isFainted()).filter(p => !trainerSlot || p.trainerSlot === trainerSlot);
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const partyMemberScores = nonFaintedPartyMembers.map(p => {
const playerField = this.scene.getPlayerField();
let score = 0;
for (const playerPokemon of playerField) {
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score += p.getMatchupScore(playerPokemon);
if (playerPokemon.species.legendary) {
score /= 2;
}
}
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score /= playerField.length;
if (forSwitch && !p.isOnField()) {
this.scene.arena.findTagsOnSide(t => t instanceof ArenaTrapTag, ArenaTagSide.ENEMY).map(t => score *= (t as ArenaTrapTag).getMatchupScoreMultiplier(p));
}
return [ party.indexOf(p), score ];
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});
return partyMemberScores;
}
getSortedPartyMemberMatchupScores(partyMemberScores: [integer, integer][] = this.getPartyMemberMatchupScores()) {
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const sortedPartyMemberScores = partyMemberScores.slice(0);
sortedPartyMemberScores.sort((a, b) => {
const scoreA = a[1];
const scoreB = b[1];
return scoreA < scoreB ? 1 : scoreA > scoreB ? -1 : 0;
});
return sortedPartyMemberScores;
}
getNextSummonIndex(trainerSlot: TrainerSlot = TrainerSlot.NONE, partyMemberScores: [integer, integer][] = this.getPartyMemberMatchupScores(trainerSlot)): integer {
if (trainerSlot && !this.isDouble()) {
trainerSlot = TrainerSlot.NONE;
}
const sortedPartyMemberScores = this.getSortedPartyMemberMatchupScores(partyMemberScores);
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const maxScorePartyMemberIndexes = partyMemberScores.filter(pms => pms[1] === sortedPartyMemberScores[0][1]).map(pms => pms[0]);
if (maxScorePartyMemberIndexes.length > 1) {
let rand: integer;
this.scene.executeWithSeedOffset(() => rand = Utils.randSeedInt(maxScorePartyMemberIndexes.length), this.scene.currentBattle.turn << 2);
return maxScorePartyMemberIndexes[rand];
}
return maxScorePartyMemberIndexes[0];
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}
getPartyMemberModifierChanceMultiplier(index: integer): number {
switch (this.getPartyTemplate().getStrength(index)) {
case PartyMemberStrength.WEAKER:
return 0.75;
case PartyMemberStrength.WEAK:
return 0.675;
case PartyMemberStrength.AVERAGE:
return 0.5625;
case PartyMemberStrength.STRONG:
return 0.45;
case PartyMemberStrength.STRONGER:
return 0.375;
}
}
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genModifiers(party: EnemyPokemon[]): PersistentModifier[] {
if (this.config.genModifiersFunc) {
return this.config.genModifiersFunc(party);
}
return [];
}
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loadAssets(): Promise<void> {
return this.config.loadAssets(this.scene, this.variant);
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}
initSprite(): void {
this.getSprites().map((sprite, i) => sprite.setTexture(this.getKey(!!i)).setFrame(0));
this.getTintSprites().map((tintSprite, i) => tintSprite.setTexture(this.getKey(!!i)).setFrame(0));
}
/**
* Attempts to animate a given set of {@linkcode Phaser.GameObjects.Sprite}
* @see {@linkcode Phaser.GameObjects.Sprite.play}
* @param sprite {@linkcode Phaser.GameObjects.Sprite} to animate
* @param tintSprite {@linkcode Phaser.GameObjects.Sprite} placed on top of the sprite to add a color tint
* @param animConfig {@linkcode Phaser.Types.Animations.PlayAnimationConfig} to pass to {@linkcode Phaser.GameObjects.Sprite.play}
* @returns true if the sprite was able to be animated
*/
tryPlaySprite(sprite: Phaser.GameObjects.Sprite, tintSprite: Phaser.GameObjects.Sprite, animConfig: Phaser.Types.Animations.PlayAnimationConfig): boolean {
// Show an error in the console if there isn't a texture loaded
if (sprite.texture.key === "__MISSING") {
console.error(`No texture found for '${animConfig.key}'!`);
return false;
}
// Don't try to play an animation when there isn't one
if (sprite.texture.frameTotal <= 1) {
console.warn(`No animation found for '${animConfig.key}'. Is this intentional?`);
return false;
}
sprite.play(animConfig);
tintSprite.play(animConfig);
return true;
}
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playAnim(): void {
const trainerAnimConfig = {
key: this.getKey(),
repeat: 0,
startFrame: 0
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};
const sprites = this.getSprites();
const tintSprites = this.getTintSprites();
this.tryPlaySprite(sprites[0], tintSprites[0], trainerAnimConfig);
// Queue an animation for the second trainer if this is a double battle against two separate trainers
if (this.variant === TrainerVariant.DOUBLE && !this.config.doubleOnly) {
const partnerTrainerAnimConfig = {
key: this.getKey(true),
repeat: 0,
startFrame: 0
};
this.tryPlaySprite(sprites[1], tintSprites[1], partnerTrainerAnimConfig);
}
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}
getSprites(): Phaser.GameObjects.Sprite[] {
const ret: Phaser.GameObjects.Sprite[] = [
this.getAt(0)
];
if (this.variant === TrainerVariant.DOUBLE && !this.config.doubleOnly) {
ret.push(this.getAt(2));
}
return ret;
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}
getTintSprites(): Phaser.GameObjects.Sprite[] {
const ret: Phaser.GameObjects.Sprite[] = [
this.getAt(1)
];
if (this.variant === TrainerVariant.DOUBLE && !this.config.doubleOnly) {
ret.push(this.getAt(3));
}
return ret;
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}
tint(color: number, alpha?: number, duration?: integer, ease?: string): void {
const tintSprites = this.getTintSprites();
tintSprites.map(tintSprite => {
tintSprite.setTintFill(color);
tintSprite.setVisible(true);
if (duration) {
tintSprite.setAlpha(0);
this.scene.tweens.add({
targets: tintSprite,
alpha: alpha || 1,
duration: duration,
ease: ease || "Linear"
});
} else {
tintSprite.setAlpha(alpha);
}
});
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}
untint(duration: integer, ease?: string): void {
const tintSprites = this.getTintSprites();
tintSprites.map(tintSprite => {
if (duration) {
this.scene.tweens.add({
targets: tintSprite,
alpha: 0,
duration: duration,
ease: ease || "Linear",
onComplete: () => {
tintSprite.setVisible(false);
tintSprite.setAlpha(1);
}
});
} else {
tintSprite.setVisible(false);
tintSprite.setAlpha(1);
}
});
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}
}
export default interface Trainer {
scene: BattleScene
}