migrate dark-deal encounter to new dialogue setup
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37248f1885
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c589689a6c
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@ -1,48 +0,0 @@
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import MysteryEncounterDialogue from "#app/data/mystery-encounters/mystery-encounter-dialogue";
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export const DarkDealDialogue: MysteryEncounterDialogue = {
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// intro: [
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// {
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// text: "mysteryEncounter:dark_deal_intro_message"
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// },
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// {
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// speaker: "mysteryEncounter:dark_deal_speaker",
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// text: "mysteryEncounter:dark_deal_intro_dialogue"
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// }
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// ],
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encounterOptionsDialogue: {
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title: "mysteryEncounter:dark_deal_title",
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description: "mysteryEncounter:dark_deal_description",
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query: "mysteryEncounter:dark_deal_query",
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// options: [
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// {
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// buttonLabel: "mysteryEncounter:dark_deal_option_1_label",
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// buttonTooltip: "mysteryEncounter:dark_deal_option_1_tooltip",
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// selected: [
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// {
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// speaker: "mysteryEncounter:dark_deal_speaker",
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// text: "mysteryEncounter:dark_deal_option_1_selected"
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// },
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// {
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// text: "mysteryEncounter:dark_deal_option_1_selected_message"
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// }
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// ]
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// },
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// {
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// buttonLabel: "mysteryEncounter:dark_deal_option_2_label",
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// buttonTooltip: "mysteryEncounter:dark_deal_option_2_tooltip",
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// selected: [
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// {
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// speaker: "mysteryEncounter:dark_deal_speaker",
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// text: "mysteryEncounter:dark_deal_option_2_selected"
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// }
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// ]
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// }
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// ]
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},
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outro: [
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{
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text: "mysteryEncounter:dark_deal_outro"
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}
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]
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};
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@ -98,6 +98,9 @@ export const DarkDealEncounter: MysteryEncounter =
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.withSceneWaveRangeRequirement(30, 180) // waves 30 to 180
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.withScenePartySizeRequirement(2, 6) // Must have at least 2 pokemon in party
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.withCatchAllowed(true)
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.withTitle("mysteryEncounter:dark_deal_title")
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.withDescription("mysteryEncounter:dark_deal_description")
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.withQuery("mysteryEncounter:dark_deal_query")
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.withOption(
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new MysteryEncounterOptionBuilder()
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.withDialogue({
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@ -175,9 +178,8 @@ export const DarkDealEncounter: MysteryEncounter =
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})
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.build()
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)
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.withOption(
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new MysteryEncounterOptionBuilder()
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.withDialogue({
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.withSimpleOption(
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{
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buttonLabel: "mysteryEncounter:dark_deal_option_2_label",
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buttonTooltip: "mysteryEncounter:dark_deal_option_2_tooltip",
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selected: [
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@ -186,13 +188,17 @@ export const DarkDealEncounter: MysteryEncounter =
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text: "mysteryEncounter:dark_deal_option_2_selected",
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},
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],
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})
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.withOptionPhase(async (scene: BattleScene) => {
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},
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async (scene: BattleScene) => {
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// Leave encounter with no rewards or exp
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leaveEncounterWithoutBattle(scene, true);
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return true;
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})
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.build()
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}
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)
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.withOutroDialogue([
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{
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text: "mysteryEncounter:dark_deal_outro"
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}
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])
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.build();
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@ -29,7 +29,7 @@ export const DepartmentStoreSaleEncounter: MysteryEncounter = MysteryEncounterBu
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])
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// .withHideIntroVisuals(false)
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.withSceneWaveRangeRequirement(10, 100)
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.withOptionPhase(async (scene: BattleScene) => {
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.withSimpleOption(async (scene: BattleScene) => {
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// Choose TMs
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const modifiers = [];
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let i = 0;
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@ -49,7 +49,7 @@ export const DepartmentStoreSaleEncounter: MysteryEncounter = MysteryEncounterBu
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setEncounterRewards(scene, { guaranteedModifierTypeFuncs: modifiers, fillRemaining: false });
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leaveEncounterWithoutBattle(scene);
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})
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.withOptionPhase(async (scene: BattleScene) => {
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.withSimpleOption(async (scene: BattleScene) => {
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// Choose Vitamins
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const modifiers = [];
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let i = 0;
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@ -67,7 +67,7 @@ export const DepartmentStoreSaleEncounter: MysteryEncounter = MysteryEncounterBu
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setEncounterRewards(scene, { guaranteedModifierTypeFuncs: modifiers, fillRemaining: false });
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leaveEncounterWithoutBattle(scene);
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})
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.withOptionPhase(async (scene: BattleScene) => {
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.withSimpleOption(async (scene: BattleScene) => {
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// Choose X Items
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const modifiers = [];
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let i = 0;
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@ -85,7 +85,7 @@ export const DepartmentStoreSaleEncounter: MysteryEncounter = MysteryEncounterBu
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setEncounterRewards(scene, { guaranteedModifierTypeFuncs: modifiers, fillRemaining: false });
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leaveEncounterWithoutBattle(scene);
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})
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.withOptionPhase(async (scene: BattleScene) => {
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.withSimpleOption(async (scene: BattleScene) => {
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// Choose Pokeballs
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const modifiers = [];
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let i = 0;
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@ -83,7 +83,7 @@ export const FightOrFlightEncounter: MysteryEncounter = MysteryEncounterBuilder
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return true;
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})
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.withOptionPhase(async (scene: BattleScene) => {
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.withSimpleOption(async (scene: BattleScene) => {
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// Pick battle
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const item = scene.currentBattle.mysteryEncounter.misc as ModifierTypeOption;
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setEncounterRewards(scene, { guaranteedModifierTypeOptions: [item], fillRemaining: false });
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@ -127,7 +127,7 @@ export const FightOrFlightEncounter: MysteryEncounter = MysteryEncounterBuilder
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}
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})
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.build())
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.withOptionPhase(async (scene: BattleScene) => {
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.withSimpleOption(async (scene: BattleScene) => {
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// Leave encounter with no rewards or exp
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leaveEncounterWithoutBattle(scene, true);
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return true;
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@ -95,7 +95,7 @@ export const MysteriousChallengersEncounter: MysteryEncounter = MysteryEncounter
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return true;
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})
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.withOptionPhase(async (scene: BattleScene) => {
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.withSimpleOption(async (scene: BattleScene) => {
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const encounter = scene.currentBattle.mysteryEncounter;
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// Spawn standard trainer battle with memory mushroom reward
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const config: EnemyPartyConfig = encounter.enemyPartyConfigs[0];
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@ -109,7 +109,7 @@ export const MysteriousChallengersEncounter: MysteryEncounter = MysteryEncounter
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}, scene.currentBattle.waveIndex * 10);
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return ret;
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})
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.withOptionPhase(async (scene: BattleScene) => {
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.withSimpleOption(async (scene: BattleScene) => {
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const encounter = scene.currentBattle.mysteryEncounter;
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// Spawn hard fight with ULTRA/GREAT reward (can improve with luck)
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const config: EnemyPartyConfig = encounter.enemyPartyConfigs[1];
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@ -123,7 +123,7 @@ export const MysteriousChallengersEncounter: MysteryEncounter = MysteryEncounter
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}, scene.currentBattle.waveIndex * 100);
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return ret;
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})
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.withOptionPhase(async (scene: BattleScene) => {
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.withSimpleOption(async (scene: BattleScene) => {
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const encounter = scene.currentBattle.mysteryEncounter;
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// Spawn brutal fight with ROGUE/ULTRA/GREAT reward (can improve with luck)
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const config: EnemyPartyConfig = encounter.enemyPartyConfigs[2];
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@ -85,7 +85,7 @@ export const MysteriousChestEncounter: MysteryEncounter = MysteryEncounterBuilde
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})
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.build()
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)
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.withOptionPhase(async (scene: BattleScene) => {
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.withSimpleOption(async (scene: BattleScene) => {
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// Leave encounter with no rewards or exp
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leaveEncounterWithoutBattle(scene, true);
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return true;
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@ -186,7 +186,7 @@ export const ShadyVitaminDealerEncounter: MysteryEncounter = MysteryEncounterBui
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chosenPokemon.updateInfo();
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})
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.build())
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.withOptionPhase(async (scene: BattleScene) => {
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.withSimpleOption(async (scene: BattleScene) => {
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// Leave encounter with no rewards or exp
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leaveEncounterWithoutBattle(scene, true);
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return true;
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@ -55,13 +55,13 @@ export const SleepingSnorlaxEncounter: MysteryEncounter = MysteryEncounterBuilde
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encounter.enemyPartyConfigs = [config];
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return true;
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})
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.withOptionPhase(async (scene: BattleScene) => {
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.withSimpleOption(async (scene: BattleScene) => {
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// Pick battle
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// TODO: do we want special rewards for this?
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// setCustomEncounterRewards(scene, { guaranteedModifierTypeFuncs: [modifierTypes.LEFTOVERS], fillRemaining: true});
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await initBattleWithEnemyConfig(scene, scene.currentBattle.mysteryEncounter.enemyPartyConfigs[0]);
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})
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.withOptionPhase(async (scene: BattleScene) => {
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.withSimpleOption(async (scene: BattleScene) => {
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const instance = scene.currentBattle.mysteryEncounter;
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let roll: integer;
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scene.executeWithSeedOffset(() => {
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@ -1,7 +1,6 @@
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import { MysteryEncounterType } from "#enums/mystery-encounter-type";
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import { MysteriousChallengersDialogue } from "#app/data/mystery-encounters/dialogue/mysterious-challengers-dialogue";
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import { MysteriousChestDialogue } from "#app/data/mystery-encounters/dialogue/mysterious-chest-dialogue";
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import { DarkDealDialogue } from "#app/data/mystery-encounters/dialogue/dark-deal-dialogue";
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import { FightOrFlightDialogue } from "#app/data/mystery-encounters/dialogue/fight-or-flight-dialogue";
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import { TrainingSessionDialogue } from "#app/data/mystery-encounters/dialogue/training-session-dialogue";
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import { SleepingSnorlaxDialogue } from "./dialogue/sleeping-snorlax-dialogue";
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@ -26,15 +25,15 @@ export class OptionTextDisplay {
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}
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export class EncounterOptionsDialogue {
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title: TemplateStringsArray | `mysteryEncounter:${string}`;
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description: TemplateStringsArray | `mysteryEncounter:${string}`;
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title?: TemplateStringsArray | `mysteryEncounter:${string}`;
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description?: TemplateStringsArray | `mysteryEncounter:${string}`;
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query?: TemplateStringsArray | `mysteryEncounter:${string}`;
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options?: [...OptionTextDisplay[]]; // Options array with minimum 2 options
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}
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export default class MysteryEncounterDialogue {
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intro?: TextDisplay[];
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encounterOptionsDialogue: EncounterOptionsDialogue;
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encounterOptionsDialogue?: EncounterOptionsDialogue;
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outro?: TextDisplay[];
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}
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@ -87,7 +86,6 @@ export const allMysteryEncounterDialogue: { [encounterType: number]: MysteryEnco
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export function initMysteryEncounterDialogue() {
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allMysteryEncounterDialogue[MysteryEncounterType.MYSTERIOUS_CHALLENGERS] = MysteriousChallengersDialogue;
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allMysteryEncounterDialogue[MysteryEncounterType.MYSTERIOUS_CHEST] = MysteriousChestDialogue;
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allMysteryEncounterDialogue[MysteryEncounterType.DARK_DEAL] = DarkDealDialogue;
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allMysteryEncounterDialogue[MysteryEncounterType.FIGHT_OR_FLIGHT] = FightOrFlightDialogue;
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allMysteryEncounterDialogue[MysteryEncounterType.TRAINING_SESSION] = TrainingSessionDialogue;
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allMysteryEncounterDialogue[MysteryEncounterType.SLEEPING_SNORLAX] = SleepingSnorlaxDialogue;
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@ -7,7 +7,8 @@ import MysteryEncounterIntroVisuals, { MysteryEncounterSpriteConfig } from "../.
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import * as Utils from "../../utils";
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import { StatusEffect } from "../status-effect";
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import MysteryEncounterDialogue, {
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allMysteryEncounterDialogue
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allMysteryEncounterDialogue,
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OptionTextDisplay
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} from "./mystery-encounter-dialogue";
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import MysteryEncounterOption, { MysteryEncounterOptionBuilder, OptionPhaseCallback } from "./mystery-encounter-option";
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import {
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@ -136,9 +137,7 @@ export default class MysteryEncounter implements MysteryEncounter {
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Object.assign(this, encounter);
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}
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this.encounterTier = this.encounterTier ? this.encounterTier : MysteryEncounterTier.COMMON;
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this.dialogue = Object.assign((this.dialogue ?? {}), allMysteryEncounterDialogue[this.encounterType]);
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// this.dialogue = allMysteryEncounterDialogue[this.encounterType];
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console.log(`${MysteryEncounterType[encounter.encounterType]} Encounter Dialogue:`, this.dialogue);
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this.dialogue = Object.assign((this.dialogue ?? {}), allMysteryEncounterDialogue[this.encounterType] ?? {});
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this.encounterVariant = MysteryEncounterVariant.DEFAULT;
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this.requirements = this.requirements ? this.requirements : [];
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this.hideBattleIntroMessage = !isNullOrUndefined(this.hideBattleIntroMessage) ? this.hideBattleIntroMessage : false;
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@ -399,11 +398,12 @@ export class MysteryEncounterBuilder implements Partial<MysteryEncounter> {
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* Adds a streamlined option phase.
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* Only use if no pre-/post-options or condtions necessary.
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*
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* @param callback - OptionPhaseCallback
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* @param dialogue - {@linkcode OptionTextDisplay}
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* @param callback - {@linkcode OptionPhaseCallback}
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* @returns
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*/
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withOptionPhase(callback: OptionPhaseCallback) {
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return this.withOption(new MysteryEncounterOptionBuilder().withOptionPhase(callback).build());
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withSimpleOption(dialogue: OptionTextDisplay, callback: OptionPhaseCallback) {
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return this.withOption(new MysteryEncounterOptionBuilder().withDialogue(dialogue).withOptionPhase(callback).build());
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}
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/**
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@ -413,12 +413,10 @@ export class MysteryEncounterBuilder implements Partial<MysteryEncounter> {
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* @returns
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*/
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withIntroSpriteConfigs(spriteConfigs: MysteryEncounterSpriteConfig[]): this & Pick<MysteryEncounter, "spriteConfigs"> {
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console.debug("with intro sprite configs: ", spriteConfigs);
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return Object.assign(this, { spriteConfigs: spriteConfigs });
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}
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withIntroDialogue(dialogue: MysteryEncounterDialogue["intro"] = []): this {
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console.debug("with intro dialogue: ", dialogue);
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withIntroDialogue(dialogue: MysteryEncounterDialogue["intro"] = []) {
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this.dialogue = {...this.dialogue, intro: dialogue };
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return this;
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}
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@ -581,6 +579,56 @@ export class MysteryEncounterBuilder implements Partial<MysteryEncounter> {
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return Object.assign(this, { hideIntroVisuals: hideIntroVisuals });
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}
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withTitle(title: TemplateStringsArray | `mysteryEncounter:${string}`) {
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const dialogue = this.dialogue ?? {};
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const encounterOptionsDialogue = this.dialogue?.encounterOptionsDialogue ?? {};
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this.dialogue = {
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...dialogue,
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encounterOptionsDialogue: {
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...encounterOptionsDialogue,
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title,
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}
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};
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return this;
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}
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withDescription(description: TemplateStringsArray | `mysteryEncounter:${string}`) {
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const dialogue = this.dialogue ?? {};
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const encounterOptionsDialogue = this.dialogue?.encounterOptionsDialogue ?? {};
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this.dialogue = {
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...dialogue,
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encounterOptionsDialogue: {
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...encounterOptionsDialogue,
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description,
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}
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};
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return this;
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}
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withQuery(query: TemplateStringsArray | `mysteryEncounter:${string}`) {
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const dialogue = this.dialogue ?? {};
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const encounterOptionsDialogue = this.dialogue?.encounterOptionsDialogue ?? {};
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this.dialogue = {
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...dialogue,
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encounterOptionsDialogue: {
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...encounterOptionsDialogue,
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query,
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}
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};
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return this;
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}
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withOutroDialogue(dialogue: MysteryEncounterDialogue["outro"] = []) {
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this.dialogue = {...this.dialogue, outro: dialogue };
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return this;
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}
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build(this: MysteryEncounter) {
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return new MysteryEncounter(this);
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}
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@ -424,12 +424,13 @@ export default class MysteryEncounterUiHandler extends UiHandler {
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}
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const mysteryEncounter = this.scene.currentBattle.mysteryEncounter;
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let text;
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const option = mysteryEncounter.dialogue.encounterOptionsDialogue.options[cursor];
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if (!this.optionsMeetsReqs[cursor] && this.filteredEncounterOptions[cursor].isDisabledOnRequirementsNotMet && option.disabledTooltip) {
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text = getEncounterText(this.scene, option.disabledTooltip, TextStyle.TOOLTIP_CONTENT);
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let text: string;
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const option = this.filteredEncounterOptions[cursor];
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const optionDialogue = option.dialogue ?? mysteryEncounter.dialogue.encounterOptionsDialogue.options[cursor];
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if (!this.optionsMeetsReqs[cursor] && this.filteredEncounterOptions[cursor].isDisabledOnRequirementsNotMet && optionDialogue.disabledTooltip) {
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text = getEncounterText(this.scene, optionDialogue.disabledTooltip, TextStyle.TOOLTIP_CONTENT);
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} else {
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text = getEncounterText(this.scene, option.buttonTooltip, TextStyle.TOOLTIP_CONTENT);
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text = getEncounterText(this.scene, optionDialogue.buttonTooltip, TextStyle.TOOLTIP_CONTENT);
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}
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// Auto-color options green/blue for good/bad by looking for (+)/(-)
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