re-add lost utiltiy methods:

- applyHpChangeToPokemon
- applyDamageToPokemon
- applyHealToPokemon
- koPlayerPokemon
This commit is contained in:
Felix Staud 2024-07-15 13:45:25 -07:00
parent f2031c78e9
commit 6ac54def30
2 changed files with 65 additions and 3 deletions

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@ -4,7 +4,7 @@ import { MysteryEncounterType } from "#enums/mystery-encounter-type";
import BattleScene from "../../../battle-scene";
import MysteryEncounter, { MysteryEncounterBuilder, MysteryEncounterTier } from "../mystery-encounter";
import { EncounterOptionMode, MysteryEncounterOptionBuilder } from "../mystery-encounter-option";
import { applyDamageToPokemon, leaveEncounterWithoutBattle, setEncounterExp } from "../mystery-encounter-utils";
import { applyDamageToPokemon, leaveEncounterWithoutBattle, setEncounterExp } from "../utils/encounter-phase-utils";
const OPTION_1_REQUIRED_MOVE = Moves.SURF;
const OPTION_2_REQUIRED_MOVE = Moves.FLY;

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@ -385,7 +385,7 @@ export function setEncounterRewards(scene: BattleScene, customShopRewards?: Cust
* Will initialize exp phases into the phase queue (these are in addition to any combat or other exp earned)
* Exp Share and Exp Balance will still function as normal
* @param scene - Battle Scene
* @param participantIds - ids of party pokemon that get full exp value. Other party members will receive Exp Share amounts
* @param participantId - id/s of party pokemon that get full exp value. Other party members will receive Exp Share amounts
* @param baseExpValue - gives exp equivalent to a pokemon of the wave index's level.
* Guidelines:
* 36 - Sunkern (lowest in game)
@ -399,7 +399,9 @@ export function setEncounterRewards(scene: BattleScene, customShopRewards?: Cust
* https://bulbapedia.bulbagarden.net/wiki/List_of_Pok%C3%A9mon_by_effort_value_yield_(Generation_IX)
* @param useWaveIndex - set to false when directly passing the the full exp value instead of baseExpValue
*/
export function setEncounterExp(scene: BattleScene, participantIds: integer[], baseExpValue: number, useWaveIndex: boolean = true) {
export function setEncounterExp(scene: BattleScene, participantId: integer | integer[], baseExpValue: number, useWaveIndex: boolean = true) {
const participantIds = Array.isArray(participantId) ? participantId : [participantId];
scene.currentBattle.mysteryEncounter.doEncounterExp = (scene: BattleScene) => {
const party = scene.getParty();
const expShareModifier = scene.findModifier(m => m instanceof ExpShareModifier) as ExpShareModifier;
@ -673,3 +675,63 @@ export function calculateMEAggregateStats(scene: BattleScene, baseSpawnWeight: n
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}`);
}
/**
* Takes care of handling player pokemon KO (with all its side effects)
*
* @param pokemon the player pokemon to KO
*/
export function koPlayerPokemon(pokemon: PlayerPokemon) {
pokemon.hp = 0;
pokemon.trySetStatus(StatusEffect.FAINT);
pokemon.updateInfo();
}
/**
* Handles applying hp changes to a player pokemon.
* Takes care of not going below `0`, above max-hp, adding `FNT` status correctly and updating the pokemon info.
* TODO: handle special cases like wonder-guard/ninjask
*
* @param pokemon the player pokemon to apply the hp change to
* @param damage the hp change amount. Positive for heal. Negative for damage
*
*/
function applyHpChangeToPokemon(pokemon: PlayerPokemon, value: number) {
const hpChange = Math.round(pokemon.hp + value);
const nextHp = Math.max(Math.min(hpChange, pokemon.getMaxHp()), 0);
if (nextHp === 0) {
koPlayerPokemon(pokemon);
} else {
pokemon.hp = nextHp;
}
}
/**
* Handles applying damage to a player pokemon
*
* @param pokemon the player pokemon to apply damage to
* @param damage the amount of damage to apply
* @see {@linkcode applyHpChangeToPokemon}
*/
export function applyDamageToPokemon(pokemon: PlayerPokemon, damage: number) {
if (damage <= 0) {
console.warn("Healing pokemon with `applyDamageToPokemon` is not recommended! Please use `applyHealToPokemon` instead.");
}
applyHpChangeToPokemon(pokemon, -damage);
}
/**
* Handles applying heal to a player pokemon
*
* @param pokemon the player pokemon to apply heal to
* @param heal the amount of heal to apply
* @see {@linkcode applyHpChangeToPokemon}
*/
export function applyHealToPokemon(pokemon: PlayerPokemon, heal: number) {
if (heal <= 0) {
console.warn("Damaging pokemong with `applyHealToPokemon` is not recommended! Please use `applyDamageToPokemon` instead.");
}
applyHpChangeToPokemon(pokemon, heal);
}