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https://github.com/pagefaultgames/pokerogue.git
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add jsdocs and more cleanup
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@ -64,7 +64,7 @@ export const SafariZoneEncounter: IMysteryEncounter =
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.withOptionPhase(async (scene: BattleScene) => {
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// Start safari encounter
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const encounter = scene.currentBattle.mysteryEncounter;
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encounter.encounterVariant = MysteryEncounterVariant.REPEATED_ENCOUNTER;
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encounter.encounterVariant = MysteryEncounterVariant.CONTINUOUS_ENCOUNTER;
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encounter.misc = {
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safariPokemonRemaining: 3
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};
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@ -28,7 +28,7 @@ export enum MysteryEncounterVariant {
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BOSS_BATTLE,
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NO_BATTLE,
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/** For spawning new encounter queries instead of continuing to next wave */
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REPEATED_ENCOUNTER
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CONTINUOUS_ENCOUNTER
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}
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/**
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@ -115,11 +115,6 @@ export default interface IMysteryEncounter {
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* You probably shouldn't do anything with this unless you have a very specific need
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*/
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introVisuals?: MysteryEncounterIntroVisuals;
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/**
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* Used for keeping RNG consistent on session resets, but increments when cycling through multiple "Encounters" on the same wave
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* You should never need to modify this
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*/
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seedOffset?: any;
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/**
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* Flags
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@ -172,6 +167,12 @@ export default interface IMysteryEncounter {
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* Unless you know what you're doing, you should use MysteryEncounterBuilder to create an instance for this class
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*/
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export default class IMysteryEncounter implements IMysteryEncounter {
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/**
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* Used for keeping RNG consistent on session resets, but increments when cycling through multiple "Encounters" on the same wave
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* You should only need to interact via getter/update methods
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*/
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private seedOffset?: any;
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constructor(encounter: IMysteryEncounter) {
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if (!isNullOrUndefined(encounter)) {
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Object.assign(this, encounter);
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@ -371,6 +372,20 @@ export default class IMysteryEncounter implements IMysteryEncounter {
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this.dialogueTokens[key] = value;
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}
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getSeedOffset?() {
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return this.seedOffset;
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}
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/**
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* Maintains seed offset for RNG consistency
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* Increments if the same MysteryEncounter has multiple option select cycles
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* @param scene
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*/
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updateSeedOffset?(scene: BattleScene) {
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const currentOffset = this.seedOffset ?? scene.currentBattle.waveIndex * 1000;
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this.seedOffset = currentOffset + 512;
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}
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private capitalizeFirstLetter?(str: string) {
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return str.charAt(0).toUpperCase() + str.slice(1);
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}
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@ -442,7 +457,7 @@ export class MysteryEncounterBuilder implements Partial<IMysteryEncounter> {
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* @param callback - {@linkcode OptionPhaseCallback}
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* @returns
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*/
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withSimpleOption(dialogue: OptionTextDisplay, callback: OptionPhaseCallback): this {
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withSimpleOption(dialogue: OptionTextDisplay, callback: OptionPhaseCallback): this & Pick<IMysteryEncounter, "options"> {
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return this.withOption(new MysteryEncounterOptionBuilder().withOptionMode(EncounterOptionMode.DEFAULT).withDialogue(dialogue).withOptionPhase(callback).build());
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}
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@ -30,6 +30,10 @@ import { Gender } from "#app/data/gender";
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import { Moves } from "#enums/moves";
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import { initMoveAnim, loadMoveAnimAssets } from "#app/data/battle-anims";
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/**
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* Animates exclamation sprite over trainer's head at start of encounter
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* @param scene
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*/
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export function doTrainerExclamation(scene: BattleScene) {
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const exclamationSprite = scene.addFieldSprite(0, 0, "exclaim");
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exclamationSprite.setName("exclamation");
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@ -476,6 +480,7 @@ export function setEncounterExp(scene: BattleScene, participantId: integer | int
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const nonFaintedPartyMembers = party.filter(p => p.hp);
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const expPartyMembers = nonFaintedPartyMembers.filter(p => p.level < scene.getMaxExpLevel());
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const partyMemberExp = [];
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// EXP value calculation is based off Pokemon.getExpValue
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let expValue = Math.floor(baseExpValue * (useWaveIndex ? scene.currentBattle.waveIndex : 1) / 5 + 1);
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if (participantIds?.length > 0) {
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@ -597,7 +602,7 @@ export function handleMysteryEncounterVictory(scene: BattleScene, addHealPhase:
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// If in repeated encounter variant, do nothing
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// Variant must eventually be swapped in order to handle "true" end of the encounter
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if (scene.currentBattle.mysteryEncounter.encounterVariant === MysteryEncounterVariant.REPEATED_ENCOUNTER) {
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if (scene.currentBattle.mysteryEncounter.encounterVariant === MysteryEncounterVariant.CONTINUOUS_ENCOUNTER) {
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return;
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} else if (scene.currentBattle.mysteryEncounter.encounterVariant === MysteryEncounterVariant.NO_BATTLE) {
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scene.pushPhase(new EggLapsePhase(scene));
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@ -657,7 +662,12 @@ export function transitionMysteryEncounterIntroVisuals(scene: BattleScene, hide:
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});
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}
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export function handleEncounterStartOfBattleEffects(scene: BattleScene) {
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/**
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* Will queue moves for any pokemon to use before the first CommandPhase of a battle
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* Mostly useful for allowing MysteryEncounter enemies to "cheat" and use moves before the first turn
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* @param scene
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*/
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export function handleMysteryEncounterBattleStartEffects(scene: BattleScene) {
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const encounter = scene.currentBattle?.mysteryEncounter;
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if (scene.currentBattle.battleType === BattleType.MYSTERY_ENCOUNTER && encounter.encounterVariant !== MysteryEncounterVariant.NO_BATTLE && !encounter.startOfBattleEffectsComplete) {
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const effects = encounter.startOfBattleEffects;
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@ -349,6 +349,10 @@ export default class MysteryEncounterIntroVisuals extends Phaser.GameObjects.Con
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});
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}
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/**
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* Sets container and all child sprites to visible
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* @param value - true for visible, false for hidden
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*/
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setVisible(value: boolean): this {
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this.getSprites().forEach(sprite => {
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sprite.setVisible(value);
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@ -101,6 +101,7 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
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public battleSummonData: PokemonBattleSummonData;
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public turnData: PokemonTurnData;
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/** Used by Mystery Encounters to execute pokemon-specific logic (such as stat boosts) at start of battle */
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public mysteryEncounterBattleEffects: (pokemon: Pokemon) => void = null;
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public fieldPosition: FieldPosition;
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@ -67,7 +67,7 @@ import { Species } from "#enums/species";
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import { TrainerType } from "#enums/trainer-type";
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import { MysteryEncounterVariant } from "#app/data/mystery-encounters/mystery-encounter";
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import { MysteryEncounterPhase } from "#app/phases/mystery-encounter-phases";
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import { doTrainerExclamation, handleEncounterStartOfBattleEffects, handleMysteryEncounterVictory } from "#app/data/mystery-encounters/utils/encounter-phase-utils";
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import { doTrainerExclamation, handleMysteryEncounterBattleStartEffects, handleMysteryEncounterVictory } from "#app/data/mystery-encounters/utils/encounter-phase-utils";
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import ModifierSelectUiHandler, { SHOP_OPTIONS_ROW_LIMIT } from "#app/ui/modifier-select-ui-handler";
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import { getEncounterText } from "#app/data/mystery-encounters/utils/encounter-dialogue-utils";
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@ -2053,8 +2053,7 @@ export class TurnInitPhase extends FieldPhase {
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//this.scene.pushPhase(new MoveAnimTestPhase(this.scene));
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this.scene.eventTarget.dispatchEvent(new TurnInitEvent());
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// Start of battle effects for Mystery Encounters
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handleEncounterStartOfBattleEffects(this.scene);
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handleMysteryEncounterBattleStartEffects(this.scene);
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this.scene.getField().forEach((pokemon, i) => {
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if (pokemon?.isActive()) {
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@ -28,6 +28,8 @@ import { BattlerTagLapseType } from "#app/data/battler-tags";
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export class MysteryEncounterPhase extends Phase {
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optionSelectSettings: OptionSelectSettings;
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private FIRST_DIALOGUE_PROMPT_DELAY = 300;
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/**
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*
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* @param scene
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@ -46,9 +48,7 @@ export class MysteryEncounterPhase extends Phase {
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this.scene.clearPhaseQueue();
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this.scene.clearPhaseQueueSplice();
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// Generates seed offset for RNG consistency, but incremented if the same MysteryEncounter has multiple option select cycles
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const offset = this.scene.currentBattle.mysteryEncounter.seedOffset ?? this.scene.currentBattle.waveIndex * 1000;
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this.scene.currentBattle.mysteryEncounter.seedOffset = offset + 512;
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this.scene.currentBattle.mysteryEncounter.updateSeedOffset(this.scene);
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if (!this.optionSelectSettings) {
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// Sets flag that ME was encountered, only if this is not a followup option select phase
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@ -79,7 +79,7 @@ export class MysteryEncounterPhase extends Phase {
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this.continueEncounter();
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}
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});
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}, this.scene.currentBattle.mysteryEncounter.seedOffset);
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}, this.scene.currentBattle.mysteryEncounter.getSeedOffset());
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} else {
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this.continueEncounter();
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}
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@ -109,9 +109,9 @@ export class MysteryEncounterPhase extends Phase {
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}
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if (title) {
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this.scene.ui.showDialogue(text, title, null, nextAction, 0, i === 0 ? 300 : 0);
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this.scene.ui.showDialogue(text, title, null, nextAction, 0, i === 0 ? this.FIRST_DIALOGUE_PROMPT_DELAY : 0);
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} else {
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this.scene.ui.showText(text, null, nextAction, i === 0 ? 300 : 0, true);
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this.scene.ui.showText(text, null, nextAction, i === 0 ? this.FIRST_DIALOGUE_PROMPT_DELAY : 0, true);
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}
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i++;
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};
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@ -154,14 +154,14 @@ export class MysteryEncounterOptionSelectedPhase extends Phase {
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this.onOptionSelect(this.scene).finally(() => {
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this.end();
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});
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}, this.scene.currentBattle.mysteryEncounter.seedOffset);
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}, this.scene.currentBattle.mysteryEncounter.getSeedOffset());
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});
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} else {
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this.scene.executeWithSeedOffset(() => {
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this.onOptionSelect(this.scene).finally(() => {
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this.end();
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});
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}, this.scene.currentBattle.mysteryEncounter.seedOffset);
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}, this.scene.currentBattle.mysteryEncounter.getSeedOffset());
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}
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}
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}
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@ -279,7 +279,7 @@ export class MysteryEncounterBattlePhase extends Phase {
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} else {
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const trainer = this.scene.currentBattle.trainer;
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let message: string;
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scene.executeWithSeedOffset(() => message = Utils.randSeedItem(encounterMessages), this.scene.currentBattle.mysteryEncounter.seedOffset);
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scene.executeWithSeedOffset(() => message = Utils.randSeedItem(encounterMessages), this.scene.currentBattle.mysteryEncounter.getSeedOffset());
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const showDialogueAndSummon = () => {
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scene.ui.showDialogue(message, trainer.getName(TrainerSlot.NONE, true), null, () => {
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@ -438,7 +438,7 @@ export class PostMysteryEncounterPhase extends Phase {
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this.continueEncounter();
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}
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});
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}, this.scene.currentBattle.mysteryEncounter.seedOffset);
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}, this.scene.currentBattle.mysteryEncounter.getSeedOffset());
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} else {
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this.continueEncounter();
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}
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@ -7,6 +7,12 @@ import GameManager from "../utils/gameManager";
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import MessageUiHandler from "#app/ui/message-ui-handler";
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import { Status, StatusEffect } from "#app/data/status-effect";
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/**
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* Runs a MysteryEncounter to either the start of a battle, or to the MysteryEncounterRewardsPhase, depending on the option selected
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* @param game
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* @param optionNo - human number, not index
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* @param isBattle - if selecting option should lead to battle, set to true
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*/
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export async function runSelectMysteryEncounterOption(game: GameManager, optionNo: number, isBattle: boolean = false) {
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// Handle any eventual queued messages (e.g. weather phase, etc.)
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game.onNextPrompt("MessagePhase", Mode.MESSAGE, () => {
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@ -81,6 +87,10 @@ export async function runSelectMysteryEncounterOption(game: GameManager, optionN
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}
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}
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/**
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* For any MysteryEncounter that has a battle, can call this to skip battle and proceed to MysteryEncounterRewardsPhase
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* @param game
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*/
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export async function skipBattleRunMysteryEncounterRewardsPhase(game: GameManager) {
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game.scene.clearPhaseQueue();
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game.scene.clearPhaseQueueSplice();
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@ -74,7 +74,7 @@ describe("Fiery Fallout - Mystery Encounter", () => {
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game.override.startingBiome(Biome.MOUNTAIN);
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await game.runToMysteryEncounter();
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expect(scene.currentBattle.mysteryEncounter.encounterType).not.toBe(MysteryEncounterType.LOST_AT_SEA);
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expect(scene.currentBattle.mysteryEncounter.encounterType).not.toBe(MysteryEncounterType.FIERY_FALLOUT);
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});
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it("should not run below wave 41", async () => {
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@ -1,3 +1,6 @@
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/**
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* Class will intercept any text or dialogue message calls and log them for test purposes
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*/
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export default class TextInterceptor {
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private scene;
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public logs = [];
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