re-add lost utiltiy methods:
- applyHpChangeToPokemon - applyDamageToPokemon - applyHealToPokemon - koPlayerPokemon
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@ -4,7 +4,7 @@ import { MysteryEncounterType } from "#enums/mystery-encounter-type";
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import BattleScene from "../../../battle-scene";
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import MysteryEncounter, { MysteryEncounterBuilder, MysteryEncounterTier } from "../mystery-encounter";
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import { EncounterOptionMode, MysteryEncounterOptionBuilder } from "../mystery-encounter-option";
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import { applyDamageToPokemon, leaveEncounterWithoutBattle, setEncounterExp } from "../mystery-encounter-utils";
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import { applyDamageToPokemon, leaveEncounterWithoutBattle, setEncounterExp } from "../utils/encounter-phase-utils";
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const OPTION_1_REQUIRED_MOVE = Moves.SURF;
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const OPTION_2_REQUIRED_MOVE = Moves.FLY;
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@ -385,7 +385,7 @@ export function setEncounterRewards(scene: BattleScene, customShopRewards?: Cust
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* Will initialize exp phases into the phase queue (these are in addition to any combat or other exp earned)
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* Exp Share and Exp Balance will still function as normal
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* @param scene - Battle Scene
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* @param participantIds - ids of party pokemon that get full exp value. Other party members will receive Exp Share amounts
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* @param participantId - id/s of party pokemon that get full exp value. Other party members will receive Exp Share amounts
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* @param baseExpValue - gives exp equivalent to a pokemon of the wave index's level.
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* Guidelines:
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* 36 - Sunkern (lowest in game)
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@ -399,7 +399,9 @@ export function setEncounterRewards(scene: BattleScene, customShopRewards?: Cust
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* https://bulbapedia.bulbagarden.net/wiki/List_of_Pok%C3%A9mon_by_effort_value_yield_(Generation_IX)
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* @param useWaveIndex - set to false when directly passing the the full exp value instead of baseExpValue
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*/
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export function setEncounterExp(scene: BattleScene, participantIds: integer[], baseExpValue: number, useWaveIndex: boolean = true) {
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export function setEncounterExp(scene: BattleScene, participantId: integer | integer[], baseExpValue: number, useWaveIndex: boolean = true) {
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const participantIds = Array.isArray(participantId) ? participantId : [participantId];
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scene.currentBattle.mysteryEncounter.doEncounterExp = (scene: BattleScene) => {
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const party = scene.getParty();
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const expShareModifier = scene.findModifier(m => m instanceof ExpShareModifier) as ExpShareModifier;
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@ -673,3 +675,63 @@ 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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* Takes care of handling player pokemon KO (with all its side effects)
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*
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* @param pokemon the player pokemon to KO
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*/
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export function koPlayerPokemon(pokemon: PlayerPokemon) {
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pokemon.hp = 0;
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pokemon.trySetStatus(StatusEffect.FAINT);
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pokemon.updateInfo();
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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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