pokerogue/src/arena.ts

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import BattleScene from "./battle-scene";
import { Biome, BiomePoolTier, BiomeTierPokemonPools, PokemonPools, BiomeTierTrainerPools, biomePokemonPools, biomeTrainerPools } from "./data/biome";
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import * as Utils from "./utils";
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import PokemonSpecies, { getPokemonSpecies } from "./data/pokemon-species";
import { Species } from "./data/species";
import { Weather, WeatherType, getWeatherClearMessage, getWeatherStartMessage } from "./data/weather";
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import { CommonAnimPhase } from "./battle-phases";
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import { CommonAnim } from "./data/battle-anims";
import { Type } from "./data/type";
import Move, { Moves } from "./data/move";
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import { ArenaTag, ArenaTagType, getArenaTag } from "./data/arena-tag";
import { GameMode } from "./game-mode";
import { TrainerType } from "./data/trainer-type";
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import { BattlerIndex } from "./battle";
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const WEATHER_OVERRIDE = WeatherType.NONE;
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export enum TimeOfDay {
ALL = -1,
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DAWN,
DAY,
DUSK,
NIGHT
}
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export class Arena {
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public scene: BattleScene;
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public biomeType: Biome;
public weather: Weather;
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public tags: ArenaTag[];
public bgm: string;
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private lastTimeOfDay: TimeOfDay;
private pokemonPool: PokemonPools;
private trainerPool: BiomeTierTrainerPools;
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constructor(scene: BattleScene, biome: Biome, bgm: string) {
this.scene = scene;
this.biomeType = biome;
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this.tags = [];
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this.bgm = bgm;
this.trainerPool = biomeTrainerPools[biome];
this.updatePoolsForTimeOfDay();
}
updatePoolsForTimeOfDay(): void {
const timeOfDay = this.getTimeOfDay();
if (timeOfDay !== this.lastTimeOfDay) {
this.pokemonPool = {};
for (let tier of Object.keys(biomePokemonPools[this.biomeType]))
this.pokemonPool[tier] = Object.assign([], biomePokemonPools[this.biomeType][tier][TimeOfDay.ALL]).concat(biomePokemonPools[this.biomeType][tier][timeOfDay]);
this.lastTimeOfDay = timeOfDay;
}
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}
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randomSpecies(waveIndex: integer, level: integer, attempt?: integer): PokemonSpecies {
const isBoss = (waveIndex % 10 === 0 || (this.scene.gameMode !== GameMode.CLASSIC && Utils.randSeedInt(100) < Math.min(Math.max(Math.ceil((waveIndex - 250) / 50), 0) * 2, 30))) && !!this.pokemonPool[BiomePoolTier.BOSS].length
&& (this.biomeType !== Biome.END || this.scene.gameMode === GameMode.CLASSIC || waveIndex % 250 === 0);
const tierValue = Utils.randSeedInt(!isBoss ? 512 : 64);
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let tier = !isBoss
? tierValue >= 156 ? BiomePoolTier.COMMON : tierValue >= 32 ? BiomePoolTier.UNCOMMON : tierValue >= 6 ? BiomePoolTier.RARE : tierValue >= 1 ? BiomePoolTier.SUPER_RARE : BiomePoolTier.ULTRA_RARE
: tierValue >= 20 ? BiomePoolTier.BOSS : tierValue >= 6 ? BiomePoolTier.BOSS_RARE : tierValue >= 1 ? BiomePoolTier.BOSS_SUPER_RARE : BiomePoolTier.BOSS_ULTRA_RARE;
console.log(BiomePoolTier[tier]);
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while (!this.pokemonPool[tier].length) {
console.log(`Downgraded rarity tier from ${BiomePoolTier[tier]} to ${BiomePoolTier[tier - 1]}`);
tier--;
}
const tierPool = this.pokemonPool[tier];
let ret: PokemonSpecies;
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let regen = false;
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if (!tierPool.length)
ret = this.scene.randomSpecies(waveIndex, level);
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else {
const entry = tierPool[Utils.randSeedInt(tierPool.length)];
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let species: Species;
if (typeof entry === 'number')
species = entry as Species;
else {
const levelThresholds = Object.keys(entry);
for (let l = levelThresholds.length - 1; l >= 0; l--) {
const levelThreshold = parseInt(levelThresholds[l]);
if (level >= levelThreshold) {
const speciesIds = entry[levelThreshold];
if (speciesIds.length > 1)
species = speciesIds[Utils.randSeedInt(speciesIds.length)];
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else
species = speciesIds[0];
break;
}
}
}
ret = getPokemonSpecies(species);
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if (ret.pseudoLegendary || ret.legendary || ret.mythical) {
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switch (true) {
case (ret.baseTotal >= 720):
regen = level < 90;
break;
case (ret.baseTotal >= 670):
regen = level < 70;
break;
case (ret.baseTotal >= 580):
regen = level < 50;
break;
default:
regen = level < 30;
break;
}
}
}
if (regen && (attempt || 0) < 10) {
console.log('Incompatible level: regenerating...');
return this.randomSpecies(waveIndex, level, (attempt || 0) + 1);
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}
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const newSpeciesId = ret.getSpeciesForLevel(level, true);
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if (newSpeciesId !== ret.speciesId) {
console.log('Replaced', Species[ret.speciesId], 'with', Species[newSpeciesId]);
ret = getPokemonSpecies(newSpeciesId);
}
return ret;
}
randomTrainerType(waveIndex: integer): TrainerType {
const isBoss = waveIndex > 20 && !(waveIndex % 30) && !!this.trainerPool[BiomePoolTier.BOSS].length
&& (this.biomeType !== Biome.END || this.scene.gameMode === GameMode.CLASSIC || waveIndex % 250 === 0);
const tierValue = Utils.randSeedInt(!isBoss ? 512 : 64);
let tier = !isBoss
? tierValue >= 156 ? BiomePoolTier.COMMON : tierValue >= 32 ? BiomePoolTier.UNCOMMON : tierValue >= 6 ? BiomePoolTier.RARE : tierValue >= 1 ? BiomePoolTier.SUPER_RARE : BiomePoolTier.ULTRA_RARE
: tierValue >= 20 ? BiomePoolTier.BOSS : tierValue >= 6 ? BiomePoolTier.BOSS_RARE : tierValue >= 1 ? BiomePoolTier.BOSS_SUPER_RARE : BiomePoolTier.BOSS_ULTRA_RARE;
console.log(BiomePoolTier[tier]);
while (tier && !this.trainerPool[tier].length) {
console.log(`Downgraded trainer rarity tier from ${BiomePoolTier[tier]} to ${BiomePoolTier[tier - 1]}`);
tier--;
}
const tierPool = this.trainerPool[tier] || [];
return !tierPool.length ? TrainerType.BREEDER : tierPool[Utils.randSeedInt(tierPool.length)];
}
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getSpeciesFormIndex(species: PokemonSpecies): integer {
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switch (species.speciesId) {
case Species.BURMY:
case Species.WORMADAM:
switch (this.biomeType) {
case Biome.BEACH:
return 1;
case Biome.SLUM:
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return 2;
}
break;
case Species.SCATTERBUG:
case Species.SPEWPA:
case Species.VIVILLON:
return 0;
case Species.LYCANROC:
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const timeOfDay = this.getTimeOfDay();
switch (timeOfDay) {
case TimeOfDay.DAY:
case TimeOfDay.DAWN:
return 0;
case TimeOfDay.DUSK:
return 2;
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case TimeOfDay.NIGHT:
return 1;
}
case Species.CALYREX:
switch (this.biomeType) {
case Biome.SNOWY_FOREST:
return 1;
case Biome.GRAVEYARD:
return 2;
}
break;
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}
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return 0;
}
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getTypeForBiome() {
switch (this.biomeType) {
case Biome.TOWN:
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case Biome.PLAINS:
case Biome.METROPOLIS:
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return Type.NORMAL;
case Biome.GRASS:
case Biome.TALL_GRASS:
return Type.GRASS;
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case Biome.FOREST:
return Type.BUG;
case Biome.SLUM:
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case Biome.SWAMP:
return Type.POISON;
case Biome.SEA:
case Biome.BEACH:
case Biome.LAKE:
case Biome.SEABED:
return Type.WATER;
case Biome.MOUNTAIN:
return Type.FLYING;
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case Biome.BADLANDS:
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return Type.GROUND;
case Biome.CAVE:
case Biome.DESERT:
return Type.ROCK;
case Biome.ICE_CAVE:
case Biome.SNOWY_FOREST:
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return Type.ICE;
case Biome.MEADOW:
case Biome.FAIRY_CAVE:
case Biome.ISLAND:
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return Type.FAIRY;
case Biome.POWER_PLANT:
return Type.ELECTRIC;
case Biome.VOLCANO:
return Type.FIRE;
case Biome.GRAVEYARD:
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case Biome.TEMPLE:
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return Type.GHOST;
case Biome.DOJO:
return Type.FIGHTING;
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case Biome.FACTORY:
return Type.STEEL;
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case Biome.RUINS:
case Biome.SPACE:
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return Type.PSYCHIC;
case Biome.WASTELAND:
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case Biome.END:
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return Type.DRAGON;
case Biome.ABYSS:
return Type.DARK;
}
}
trySetWeatherOverride(weather: WeatherType): boolean {
this.weather = new Weather(weather, 0);
this.scene.unshiftPhase(new CommonAnimPhase(this.scene, undefined, undefined, CommonAnim.SUNNY + (weather - 1)));
this.scene.queueMessage(getWeatherStartMessage(weather));
return true
}
trySetWeather(weather: WeatherType, viaMove: boolean): boolean {
// override hook for debugging
if (WEATHER_OVERRIDE) {
return this.trySetWeatherOverride(WEATHER_OVERRIDE);
}
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if (this.weather?.weatherType === (weather || undefined))
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return false;
const oldWeatherType = this.weather?.weatherType || WeatherType.NONE;
this.weather = weather ? new Weather(weather, viaMove ? 5 : 0) : null;
if (this.weather) {
this.scene.unshiftPhase(new CommonAnimPhase(this.scene, undefined, undefined, CommonAnim.SUNNY + (weather - 1)));
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this.scene.queueMessage(getWeatherStartMessage(weather));
} else
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this.scene.queueMessage(getWeatherClearMessage(oldWeatherType));
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return true;
}
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isMoveWeatherCancelled(move: Move) {
return this.weather && !this.weather.isEffectSuppressed(this.scene) && this.weather.isMoveWeatherCancelled(move);
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}
getAttackTypeMultiplier(attackType: Type): number {
if (!this.weather || this.weather.isEffectSuppressed(this.scene))
return 1;
return this.weather.getAttackTypeMultiplier(attackType);
}
getTrainerChance(): integer {
switch (this.biomeType) {
case Biome.METROPOLIS:
return 2;
case Biome.SLUM:
case Biome.BEACH:
case Biome.DOJO:
case Biome.CONSTRUCTION_SITE:
return 4;
case Biome.PLAINS:
case Biome.GRASS:
case Biome.LAKE:
case Biome.CAVE:
return 6;
case Biome.TALL_GRASS:
case Biome.FOREST:
case Biome.SEA:
case Biome.SWAMP:
case Biome.MOUNTAIN:
case Biome.BADLANDS:
case Biome.DESERT:
case Biome.MEADOW:
case Biome.POWER_PLANT:
case Biome.GRAVEYARD:
case Biome.FACTORY:
case Biome.SNOWY_FOREST:
return 8;
case Biome.ICE_CAVE:
case Biome.VOLCANO:
case Biome.RUINS:
case Biome.WASTELAND:
case Biome.JUNGLE:
case Biome.FAIRY_CAVE:
return 12;
case Biome.SEABED:
case Biome.ABYSS:
case Biome.SPACE:
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case Biome.TEMPLE:
return 16;
default:
return 0;
}
}
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getTimeOfDay(): TimeOfDay {
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switch (this.biomeType) {
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case Biome.ABYSS:
return TimeOfDay.NIGHT;
}
const waveCycle = ((this.scene.currentBattle?.waveIndex || 0) + this.scene.getWaveCycleOffset()) % 40;
if (waveCycle < 15)
return TimeOfDay.DAY;
if (waveCycle < 20)
return TimeOfDay.DUSK;
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if (waveCycle < 35)
return TimeOfDay.NIGHT;
return TimeOfDay.DAWN;
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}
isOutside(): boolean {
switch (this.biomeType) {
case Biome.SEABED:
case Biome.CAVE:
case Biome.ICE_CAVE:
case Biome.POWER_PLANT:
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case Biome.DOJO:
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case Biome.FACTORY:
case Biome.ABYSS:
case Biome.FAIRY_CAVE:
case Biome.TEMPLE:
case Biome.LABORATORY:
return false;
default:
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return true;
}
}
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getDayTint(): [integer, integer, integer] {
switch (this.biomeType) {
case Biome.ABYSS:
return [ 64, 64, 64 ];
default:
return [ 128, 128, 128 ];
}
}
getDuskTint(): [integer, integer, integer] {
if (!this.isOutside())
return [ 0, 0, 0 ];
switch (this.biomeType) {
default:
return [ 98, 48, 73 ].map(c => Math.round((c + 128) / 2)) as [integer, integer, integer];
}
}
getNightTint(): [integer, integer, integer] {
switch (this.biomeType) {
case Biome.ABYSS:
case Biome.SPACE:
case Biome.END:
return this.getDayTint();
}
if (!this.isOutside())
return [ 64, 64, 64 ];
switch (this.biomeType) {
default:
return [ 48, 48, 98 ];
}
}
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applyTags(tagType: ArenaTagType | { new(...args: any[]): ArenaTag }, ...args: any[]): void {
const tags = typeof tagType === 'number'
? this.tags.filter(t => t.tagType === tagType)
: this.tags.filter(t => t instanceof tagType);
tags.forEach(t => t.apply(args));
}
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addTag(tagType: ArenaTagType, turnCount: integer, sourceMove: Moves, sourceId: integer, targetIndex?: BattlerIndex): boolean {
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const existingTag = this.getTag(tagType);
if (existingTag) {
existingTag.onOverlap(this);
return false;
}
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const newTag = getArenaTag(tagType, turnCount || 0, sourceMove, sourceId, targetIndex);
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this.tags.push(newTag);
newTag.onAdd(this);
return true;
}
getTag(tagType: ArenaTagType | { new(...args: any[]): ArenaTag }): ArenaTag {
return typeof(tagType) === 'number'
? this.tags.find(t => t.tagType === tagType)
: this.tags.find(t => t instanceof tagType);
}
lapseTags(): void {
const tags = this.tags;
tags.filter(t => !(t.lapse(this))).forEach(t => {
t.onRemove(this);
tags.splice(tags.indexOf(t), 1);
});
}
removeAllTags(): void {
for (let t of this.tags) {
t.onRemove(this);
this.tags.splice(this.tags.indexOf(t), 1);
}
}
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preloadBgm(): void {
this.scene.loadBgm(this.bgm);
}
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getBgmLoopPoint(): number {
switch (this.biomeType) {
case Biome.TOWN:
return 7.288;
case Biome.PLAINS:
return 7.693;
case Biome.GRASS:
return 1.995;
case Biome.TALL_GRASS:
return 9.608;
case Biome.METROPOLIS:
return 4.867;
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case Biome.FOREST:
return 4.294;
case Biome.SEA:
return 1.672;
case Biome.SWAMP:
return 4.461;
case Biome.BEACH:
return 3.462;
case Biome.LAKE:
return 5.350;
case Biome.SEABED:
return 2.629;
case Biome.MOUNTAIN:
return 4.018;
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case Biome.BADLANDS:
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return 17.790;
case Biome.CAVE:
return 14.240;
case Biome.DESERT:
return 1.143;
case Biome.ICE_CAVE:
return 15.010;
case Biome.MEADOW:
return 3.891;
case Biome.POWER_PLANT:
return 2.810;
case Biome.VOLCANO:
return 5.116;
case Biome.GRAVEYARD:
return 3.232;
case Biome.DOJO:
return 6.205;
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case Biome.FACTORY:
return 4.985;
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case Biome.RUINS:
return 2.270;
case Biome.WASTELAND:
return 6.336;
case Biome.ABYSS:
return 5.130;
case Biome.SPACE:
return 21.347;
case Biome.CONSTRUCTION_SITE:
return 1.222;
case Biome.JUNGLE:
return 2.477;
case Biome.FAIRY_CAVE:
return 4.542;
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case Biome.TEMPLE:
return 2.547;
case Biome.ISLAND:
return 2.751;
case Biome.LABORATORY:
return 0.797;
case Biome.SLUM:
return 1.221;
case Biome.SNOWY_FOREST:
return 3.047;
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}
}
}
export function getBiomeKey(biome: Biome): string {
switch (biome) {
case Biome.POWER_PLANT:
return 'ruins';
case Biome.METROPOLIS:
case Biome.CONSTRUCTION_SITE:
return 'slum';
case Biome.JUNGLE:
return 'tall_grass';
case Biome.ISLAND:
return 'beach';
}
return Biome[biome].toLowerCase();
}
export function getBiomeHasProps(biomeType: Biome): boolean {
switch (biomeType) {
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case Biome.BEACH:
case Biome.LAKE:
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case Biome.SEABED:
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case Biome.MOUNTAIN:
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case Biome.BADLANDS:
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case Biome.CAVE:
case Biome.DESERT:
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case Biome.ICE_CAVE:
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case Biome.MEADOW:
case Biome.VOLCANO:
case Biome.GRAVEYARD:
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case Biome.FACTORY:
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case Biome.RUINS:
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case Biome.WASTELAND:
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case Biome.ABYSS:
case Biome.FAIRY_CAVE:
case Biome.TEMPLE:
case Biome.LABORATORY:
case Biome.END:
return true;
}
return false;
}
export class ArenaBase extends Phaser.GameObjects.Container {
public player: boolean;
public biome: Biome;
public propValue: integer;
public base: Phaser.GameObjects.Sprite;
public props: Phaser.GameObjects.Sprite[];
constructor(scene: BattleScene, player: boolean) {
super(scene, 0, 0);
this.player = player;
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this.base = scene.addFieldSprite(0, 0, 'plains_a');
this.base.setOrigin(0, 0);
this.props = !player ?
new Array(3).fill(null).map(() => {
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const ret = scene.addFieldSprite(0, 0, 'plains_b');
ret.setOrigin(0, 0);
ret.setVisible(false);
return ret;
}) : [];
}
setBiome(biome: Biome, propValue?: integer): void {
if (this.biome === biome)
return;
const hasProps = getBiomeHasProps(biome);
const biomeKey = getBiomeKey(biome);
const baseKey = `${biomeKey}_${this.player ? 'a' : 'b'}`;
this.base.setTexture(baseKey);
if (this.base.texture.frameTotal > 1) {
const baseFrameNames = this.scene.anims.generateFrameNames(baseKey, { zeroPad: 4, suffix: ".png", start: 1, end: this.base.texture.frameTotal - 1 });
this.scene.anims.create({
key: baseKey,
frames: baseFrameNames,
frameRate: 12,
repeat: -1
});
this.base.play(baseKey);
} else
this.base.stop();
this.add(this.base);
if (!this.player) {
(this.scene as BattleScene).executeWithSeedOffset(() => {
this.propValue = propValue === undefined
? hasProps ? Utils.randSeedInt(8) : 0
: propValue;
this.props.forEach((prop, p) => {
const propKey = `${biomeKey}_b${hasProps ? `_${p + 1}` : ''}`;
prop.setTexture(propKey);
if (hasProps && prop.texture.frameTotal > 1) {
const propFrameNames = this.scene.anims.generateFrameNames(propKey, { zeroPad: 4, suffix: ".png", start: 1, end: prop.texture.frameTotal - 1 });
this.scene.anims.create({
key: propKey,
frames: propFrameNames,
frameRate: 12,
repeat: -1
});
prop.play(propKey);
} else
prop.stop();
prop.setVisible(hasProps && !!(this.propValue & (1 << p)));
this.add(prop);
});
}, (this.scene as BattleScene).currentBattle?.waveIndex || 0);
}
}
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}