Fix random wild evolution logic
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@ -227,39 +227,55 @@ export default class PokemonSpecies extends PokemonSpeciesForm {
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const evolutions = pokemonEvolutions[this.speciesId];
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const speciesIds: Species[] = [];
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const easeInFunc = Phaser.Tweens.Builders.GetEaseFunction('Sine.easeIn');
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const easeOutFunc = Phaser.Tweens.Builders.GetEaseFunction('Sine.easeOut');
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const evolutionPool: Map<number, Species> = new Map();
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let totalWeight = 0;
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let noEvolutionChance = 1;
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for (let ev of evolutions) {
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if (ev.level > level)
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continue;
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let evolutionChance: number;
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if (ev.wildDelay === SpeciesWildEvolutionDelay.NONE) {
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speciesIds.push(ev.speciesId);
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continue;
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if (ev.wildDelay === SpeciesWildEvolutionDelay.NONE)
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evolutionChance = Math.min(0.5 + easeInFunc((level - ev.level) / 40) / 2, 1);
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else {
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let preferredMinLevel = ev.wildDelay * 10;
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let evolutionLevel = ev.level > 1 ? ev.level : 0;
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if (!evolutionLevel && pokemonPrevolutions.hasOwnProperty(this.speciesId)) {
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const prevolutionLevel = pokemonEvolutions[pokemonPrevolutions[this.speciesId]].find(ev => ev.speciesId === this.speciesId).level;
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if (prevolutionLevel > 1)
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evolutionLevel = prevolutionLevel;
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}
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evolutionChance = Math.min(0.65 * easeInFunc((Math.min(Math.max(level - evolutionLevel, 0), preferredMinLevel) / preferredMinLevel)) + 0.35 * easeOutFunc(Math.min(level - evolutionLevel, preferredMinLevel * 2.5) / (preferredMinLevel * 2.5)), 1);
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}
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let preferredMinLevel = ev.wildDelay * 10;
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let evolutionLevel = ev.level > 1 ? ev.level : 0;
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if (evolutionChance > 0) {
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totalWeight += evolutionChance;
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if (!evolutionLevel && pokemonPrevolutions.hasOwnProperty(this.speciesId)) {
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const prevolutionLevel = pokemonEvolutions[pokemonPrevolutions[this.speciesId]].find(ev => ev.speciesId === this.speciesId).level;
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if (prevolutionLevel > 1)
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evolutionLevel = prevolutionLevel;
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evolutionPool.set(totalWeight, ev.speciesId);
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if ((1 - evolutionChance) < noEvolutionChance)
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noEvolutionChance = 1 - evolutionChance;
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}
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const evolutionChance = 0.65 * easeInFunc((Math.min(Math.max(level - evolutionLevel, 0), preferredMinLevel) / preferredMinLevel)) + 0.35 * easeOutFunc(Math.min(level - evolutionLevel, preferredMinLevel * 2.5) / (preferredMinLevel * 2.5));
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if (Math.random() <= evolutionChance)
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speciesIds.push(ev.speciesId);
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}
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if (speciesIds.length) {
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return speciesIds.length === 1
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? speciesIds[0]
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: speciesIds[Utils.randInt(speciesIds.length)];
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if (noEvolutionChance === 1 || Math.random() < noEvolutionChance)
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return this.speciesId;
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if (evolutionPool.size === 1)
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return evolutionPool.values()[0];
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const randValue = Math.random() * totalWeight;
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for (let weight of evolutionPool.keys()) {
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if (randValue < weight)
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return evolutionPool.get(weight);
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}
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return this.speciesId;
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