Add scaffolding for weather mechanic

This commit is contained in:
Flashfyre 2023-04-16 20:41:52 -04:00
parent a66d2a8d17
commit ef93aec804
3 changed files with 1627 additions and 1443 deletions

131
src/arena.ts Normal file
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import SoundFade from "phaser3-rex-plugins/plugins/soundfade";
import BattleScene from "./battle-scene";
import { Biome, BiomePoolTier, BiomeTierPools, biomePools } from "./biome";
import * as Utils from "./utils";
import PokemonSpecies, { getPokemonSpecies } from "./pokemon-species";
import { Species } from "./species";
import { Weather, WeatherType } from "./weather";
export class Arena {
private scene: BattleScene;
public biomeType: Biome;
public weather: Weather;
private bgm: string;
private pokemonPool: BiomeTierPools;
constructor(scene: BattleScene, biome: Biome, bgm: string) {
this.scene = scene;
this.biomeType = biome;
this.bgm = bgm;
this.pokemonPool = biomePools[biome];
}
randomSpecies(waveIndex: integer, level: integer): PokemonSpecies {
const isBoss = waveIndex % 10 === 0 && this.pokemonPool[BiomePoolTier.BOSS].length;
const tierValue = Utils.randInt(!isBoss ? 512 : 64);
let tier = !isBoss
? tierValue >= 156 ? BiomePoolTier.COMMON : tierValue >= 32 ? BiomePoolTier.UNCOMMON : tierValue >= 6 ? BiomePoolTier.RARE : tierValue >= 1 ? BiomePoolTier.SUPER_RARE : BiomePoolTier.ULTRA_RARE
: tierValue >= 20 ? BiomePoolTier.BOSS : tierValue >= 6 ? BiomePoolTier.BOSS_RARE : tierValue >= 1 ? BiomePoolTier.BOSS_SUPER_RARE : BiomePoolTier.BOSS_ULTRA_RARE;
while (!this.pokemonPool[tier].length) {
console.log(`Downgraded rarity tier from ${BiomePoolTier[tier]} to ${BiomePoolTier[tier - 1]}`);
tier--;
}
const tierPool = this.pokemonPool[tier];
let ret: PokemonSpecies;
if (!tierPool.length)
ret = this.scene.randomSpecies(level);
else {
const entry = tierPool[Utils.randInt(tierPool.length)];
let species: Species;
if (typeof entry === 'number')
species = entry as Species;
else {
const levelThresholds = Object.keys(entry);
for (let l = levelThresholds.length - 1; l >= 0; l--) {
const levelThreshold = parseInt(levelThresholds[l]);
if (level >= levelThreshold) {
const speciesIds = entry[levelThreshold];
if (speciesIds.length > 1)
species = speciesIds[Utils.randInt(speciesIds.length)];
else
species = speciesIds[0];
break;
}
}
}
ret = getPokemonSpecies(species);
}
const newSpeciesId = ret.getSpeciesForLevel(5);
if (newSpeciesId !== ret.speciesId) {
console.log('Replaced', Species[ret.speciesId], 'with', Species[newSpeciesId]);
ret = getPokemonSpecies(newSpeciesId);
}
return ret;
}
getBiomeKey(): string {
switch (this.biomeType) {
case Biome.TALL_GRASS:
return 'grass';
case Biome.CITY:
return 'dojo';
case Biome.LAKE:
return 'sea';
case Biome.BEACH:
return 'sea';
case Biome.ABYSS:
return 'wasteland';
case Biome.MEADOW:
return 'grass';
case Biome.VOLCANO:
return 'cave';
case Biome.POWER_PLANT:
return 'ruins';
}
return Biome[this.biomeType].toLowerCase();
}
setWeather(weather: WeatherType, turnCount?: integer): boolean {
if (this.weather?.weatherType === weather)
return false;
this.weather = new Weather(weather, turnCount || 0);
return true;
}
isDaytime(): boolean {
switch (this.biomeType) {
case Biome.PLAINS:
case Biome.GRASS:
case Biome.SEA:
case Biome.BEACH:
case Biome.LAKE:
case Biome.MOUNTAIN:
case Biome.LAND:
case Biome.DESERT:
case Biome.MEADOW:
case Biome.DOJO:
return true;
}
}
preloadBgm(): void {
this.scene.loadBgm(this.bgm);
}
playBgm(): void {
this.scene.loadBgm(this.bgm);
this.scene.load.once(Phaser.Loader.Events.COMPLETE, () => this.scene.playBgm(this.bgm));
if (!this.scene.load.isLoading())
this.scene.load.start();
}
fadeOutBgm(duration: integer, destroy?: boolean): void {
if (destroy === undefined)
destroy = true;
const bgm = this.scene.sound.get(this.bgm);
SoundFade.fadeOut(this.scene, bgm, duration, destroy);
}
}

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import { Biome } from "./biome";
import * as Utils from "./utils";
export enum WeatherType {
NONE,
SUNNY,
RAIN,
SANDSTORM,
HAIL,
FOG,
HEAVY_RAIN,
HARSH_SUN,
STRONG_WINDS
}
export class Weather {
public weatherType: WeatherType;
public turnsLeft: integer;
constructor(weatherType: WeatherType, turnsLeft?: integer) {
this.weatherType = weatherType;
this.turnsLeft = turnsLeft || 0;
}
lapse(): boolean {
if (this.turnsLeft)
return !!--this.turnsLeft;
return true;
}
}
interface WeatherPoolEntry {
weatherType: WeatherType;
weight: integer;
}
export function getRandomWeather(biome: Biome): Weather {
let weatherPool: WeatherPoolEntry[] = [];
switch (biome) {
case Biome.GRASS:
weatherPool = [
{ weatherType: WeatherType.NONE, weight: 7 },
{ weatherType: WeatherType.SUNNY, weight: 3 }
];
break;
case Biome.TALL_GRASS:
weatherPool = [
{ weatherType: WeatherType.NONE, weight: 2 },
{ weatherType: WeatherType.SUNNY, weight: 6 },
{ weatherType: WeatherType.RAIN, weight: 4 },
{ weatherType: WeatherType.FOG, weight: 2 },
{ weatherType: WeatherType.HAIL, weight: 1 }
];
break;
case Biome.FOREST:
weatherPool = [
{ weatherType: WeatherType.NONE, weight: 8 },
{ weatherType: WeatherType.RAIN, weight: 5 },
{ weatherType: WeatherType.HEAVY_RAIN, weight: 2 }
];
break;
case Biome.SEA:
weatherPool = [
{ weatherType: WeatherType.NONE, weight: 3 },
{ weatherType: WeatherType.RAIN, weight: 7 },
{ weatherType: WeatherType.HEAVY_RAIN, weight: 5 }
];
break;
case Biome.SWAMP:
weatherPool = [
{ weatherType: WeatherType.NONE, weight: 2 },
{ weatherType: WeatherType.RAIN, weight: 5 },
{ weatherType: WeatherType.FOG, weight: 8 }
];
break;
case Biome.BEACH:
weatherPool = [
{ weatherType: WeatherType.NONE, weight: 5 },
{ weatherType: WeatherType.SUNNY, weight: 8 },
{ weatherType: WeatherType.RAIN, weight: 2 }
];
break;
case Biome.LAKE:
weatherPool = [
{ weatherType: WeatherType.NONE, weight: 10 },
{ weatherType: WeatherType.RAIN, weight: 5 },
{ weatherType: WeatherType.FOG, weight: 3 },
{ weatherType: WeatherType.HEAVY_RAIN, weight: 2 }
];
break;
case Biome.SEABED:
weatherPool = [
{ weatherType: WeatherType.HEAVY_RAIN, weight: 1 }
];
break;
case Biome.MOUNTAIN:
weatherPool = [
{ weatherType: WeatherType.STRONG_WINDS, weight: 1 }
];
break;
case Biome.LAND:
weatherPool = [
{ weatherType: WeatherType.NONE, weight: 8 },
{ weatherType: WeatherType.SUNNY, weight: 3 },
{ weatherType: WeatherType.SANDSTORM, weight: 2 },
{ weatherType: WeatherType.HARSH_SUN, weight: 5 }
];
break;
case Biome.DESERT:
weatherPool = [
{ weatherType: WeatherType.SANDSTORM, weight: 1 },
{ weatherType: WeatherType.HARSH_SUN, weight: 1 }
];
break;
case Biome.ICE_CAVE:
weatherPool = [
{ weatherType: WeatherType.HAIL, weight: 1 }
];
break;
case Biome.MEADOW:
weatherPool = [
{ weatherType: WeatherType.SUNNY, weight: 1 }
];
case Biome.VOLCANO:
weatherPool = [
{ weatherType: WeatherType.HARSH_SUN, weight: 1 }
];
break;
case Biome.GRAVEYARD:
weatherPool = [
{ weatherType: WeatherType.FOG, weight: 1 }
];
break;
case Biome.RUINS:
weatherPool = [
{ weatherType: WeatherType.NONE, weight: 4 },
{ weatherType: WeatherType.FOG, weight: 1 }
];
break;
case Biome.WASTELAND:
weatherPool = [
{ weatherType: WeatherType.NONE, weight: 4 },
{ weatherType: WeatherType.FOG, weight: 1 }
];
break;
case Biome.ABYSS:
weatherPool = [
{ weatherType: WeatherType.NONE, weight: 4 },
{ weatherType: WeatherType.FOG, weight: 1 }
];
break;
}
if (weatherPool.length > 1) {
let totalWeight = 0;
weatherPool.forEach(w => totalWeight += w.weight);
const rand = Utils.randInt(totalWeight);
let w = 0;
for (let weather of weatherPool) {
w += weather.weight;
if (rand < w)
return new Weather(weather.weatherType);
}
}
return weatherPool.length
? new Weather(weatherPool[0].weatherType)
: null;
}