2024-03-16 01:59:34 +00:00
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import BattleScene, { STARTING_BIOME_OVERRIDE, STARTING_LEVEL_OVERRIDE, STARTING_MONEY_OVERRIDE } from "./battle-scene";
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import { Biome } from "./data/enums/biome";
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2024-03-14 20:26:57 +00:00
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export enum GameModes {
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2023-06-01 00:54:57 +01:00
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CLASSIC,
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2023-11-04 23:46:48 +00:00
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ENDLESS,
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2024-03-14 21:15:01 +00:00
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SPLICED_ENDLESS,
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DAILY
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2023-11-04 23:46:48 +00:00
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}
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2024-03-14 20:26:57 +00:00
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interface GameModeConfig {
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isClassic?: boolean;
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isEndless?: boolean;
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isDaily?: boolean;
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hasTrainers?: boolean;
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hasFixedBattles?: boolean;
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hasRandomBiomes?: boolean;
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hasRandomBosses?: boolean;
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isSplicedOnly?: boolean;
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}
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export class GameMode implements GameModeConfig {
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public modeId: GameModes;
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public isClassic: boolean;
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public isEndless: boolean;
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public isDaily: boolean;
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public hasTrainers: boolean;
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public hasFixedBattles: boolean;
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public hasRandomBiomes: boolean;
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public hasRandomBosses: boolean;
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public isSplicedOnly: boolean;
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constructor(modeId: GameModes, config: GameModeConfig) {
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this.modeId = modeId;
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Object.assign(this, config);
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}
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2024-03-16 01:59:34 +00:00
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getStartingLevel(): integer {
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if (STARTING_LEVEL_OVERRIDE)
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return STARTING_LEVEL_OVERRIDE;
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switch (this.modeId) {
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case GameModes.DAILY:
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return 20;
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default:
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return 5;
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}
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}
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getStartingMoney(): integer {
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return STARTING_MONEY_OVERRIDE || 1000;
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}
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getStartingBiome(scene: BattleScene): Biome {
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switch (this.modeId) {
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case GameModes.DAILY:
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return scene.generateRandomBiome(this.getWaveForDifficulty(1));
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default:
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return STARTING_BIOME_OVERRIDE || Biome.TOWN;
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}
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}
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2024-03-14 21:15:01 +00:00
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getWaveForDifficulty(waveIndex: integer): integer {
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2024-03-14 20:26:57 +00:00
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switch (this.modeId) {
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case GameModes.DAILY:
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return waveIndex + 30 + Math.floor(waveIndex / 5);
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default:
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return waveIndex;
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}
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}
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isWaveFinal(waveIndex: integer): boolean {
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switch (this.modeId) {
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case GameModes.CLASSIC:
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return waveIndex === 200;
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case GameModes.ENDLESS:
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case GameModes.SPLICED_ENDLESS:
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return !(waveIndex % 250);
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case GameModes.DAILY:
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return waveIndex === 50;
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2024-03-14 20:26:57 +00:00
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}
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}
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getEnemyModifierChance(isBoss: boolean): integer {
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switch (this.modeId) {
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case GameModes.CLASSIC:
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case GameModes.DAILY:
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return !isBoss ? 18 : 6;
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case GameModes.ENDLESS:
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case GameModes.SPLICED_ENDLESS:
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return !isBoss ? 12 : 4;
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}
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}
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getName(): string {
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switch (this.modeId) {
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case GameModes.CLASSIC:
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return 'Classic';
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case GameModes.ENDLESS:
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return 'Endless';
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case GameModes.SPLICED_ENDLESS:
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return 'Endless (Spliced)';
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case GameModes.DAILY:
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return 'Daily Run';
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}
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}
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}
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export const gameModes = Object.freeze({
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[GameModes.CLASSIC]: new GameMode(GameModes.CLASSIC, { isClassic: true, hasTrainers: true, hasFixedBattles: true }),
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[GameModes.ENDLESS]: new GameMode(GameModes.ENDLESS, { isEndless: true, hasRandomBiomes: true, hasRandomBosses: true }),
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2024-03-14 21:15:01 +00:00
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[GameModes.SPLICED_ENDLESS]: new GameMode(GameModes.SPLICED_ENDLESS, { isEndless: true, hasRandomBiomes: true, hasRandomBosses: true, isSplicedOnly: true }),
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[GameModes.DAILY]: new GameMode(GameModes.DAILY, { isDaily: true, hasTrainers: true })
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2024-03-14 20:26:57 +00:00
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});
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