ME: add damage/heal application utils
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@ -1,4 +1,4 @@
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import i18next from "i18next";
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import i18next, { ParseKeys } from "i18next";
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import { BattleType } from "#app/battle";
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import BattleScene from "../../battle-scene";
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import PokemonSpecies, { getPokemonSpecies, speciesStarters } from "../pokemon-species";
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@ -179,7 +179,7 @@ function getTextWithDialogueTokens(scene: BattleScene, textKey: TemplateStringsA
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return null;
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}
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let textString: string = i18next.t(textKey);
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let textString: string = i18next.t(textKey as ParseKeys);
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// Apply dialogue tokens
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const dialogueTokens = scene.currentBattle?.mysteryEncounter?.dialogueTokens;
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@ -821,3 +821,52 @@ export function calculateMEAggregateStats(scene: BattleScene, baseSpawnWeight: n
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console.log(`Starting weight: ${baseSpawnWeight}\nAverage MEs per run: ${totalMean}\nStandard Deviation: ${totalStd}\nAvg Commons: ${commonMean}\nAvg Uncommons: ${uncommonMean}\nAvg Rares: ${rareMean}\nAvg Super Rares: ${superRareMean}`);
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}
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/**
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* Handles applying hp changes to a player pokemon.
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* Takes care of not going below `0`, above max-hp, adding `FNT` status correctly and updating the pokemon info.
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* TODO: handle special cases like wonder-guard/ninjask
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*
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* @param pokemon the player pokemon to apply the hp change to
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* @param damage the hp change amount. Positive for heal. Negative for damage
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*
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*/
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function applyHpChangeToPokemon(pokemon: PlayerPokemon, value: number) {
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const hpChange = Math.round(pokemon.hp + value);
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const nextHp = Math.max(Math.min(hpChange, pokemon.getMaxHp()), 0);
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if (nextHp === 0) {
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koPlayerPokemon(pokemon);
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} else {
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pokemon.hp = nextHp;
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}
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}
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/**
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* Handles applying damage to a player pokemon
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*
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* @param pokemon the player pokemon to apply damage to
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* @param damage the amount of damage to apply
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* @see {@linkcode applyHpChangeToPokemon}
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*/
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export function applyDamageToPokemon(pokemon: PlayerPokemon, damage: number) {
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if (damage <= 0) {
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console.warn("Healing pokemon with `applyDamageToPokemon` is not recommended! Please use `applyHealToPokemon` instead.");
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}
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applyHpChangeToPokemon(pokemon, -damage);
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}
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/**
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* Handles applying heal to a player pokemon
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*
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* @param pokemon the player pokemon to apply heal to
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* @param heal the amount of heal to apply
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* @see {@linkcode applyHpChangeToPokemon}
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*/
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export function applyHealToPokemon(pokemon: PlayerPokemon, heal: number) {
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if (heal <= 0) {
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console.warn("Damaging pokemong with `applyHealToPokemon` is not recommended! Please use `applyDamageToPokemon` instead.");
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}
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applyHpChangeToPokemon(pokemon, heal);
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}
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