Add endless mode biome weighting
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@ -15,7 +15,7 @@ import EvolutionSceneHandler from "./ui/evolution-scene-handler";
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import { EvolutionPhase } from "./evolution-phase";
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import { BattlePhase } from "./battle-phase";
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import { BattleStat, getBattleStatLevelChangeDescription, getBattleStatName } from "./data/battle-stat";
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import { Biome, biomeLinks } from "./data/biome";
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import { Biome, biomeDepths, biomeLinks } from "./data/biome";
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import { FusePokemonModifierType, ModifierPoolType, ModifierTier, ModifierType, ModifierTypeFunc, ModifierTypeOption, PokemonModifierType, PokemonMoveModifierType, RememberMoveModifierType, TmModifierType, getEnemyBuffModifierForWave, getModifierType, getPlayerModifierTypeOptionsForWave, modifierTypes, regenerateModifierPoolThresholds } from "./modifier/modifier-type";
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import SoundFade from "phaser3-rex-plugins/plugins/soundfade";
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import { BattlerTagLapseType, BattlerTagType, EncoreTag, HideSpriteTag as HiddenTag, TrappedTag } from "./data/battler-tag";
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@ -532,14 +532,9 @@ export class SelectBiomePhase extends BattlePhase {
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if (this.scene.gameMode === GameMode.CLASSIC && this.scene.currentBattle.waveIndex === this.scene.finalWave - 9)
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setNextBiome(Biome.END);
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else if (this.scene.gameMode !== GameMode.CLASSIC) {
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if (!(this.scene.currentBattle.waveIndex % 50))
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setNextBiome(Biome.END);
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else {
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const allBiomes = Utils.getEnumValues(Biome);
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setNextBiome(allBiomes[Utils.randSeedInt(allBiomes.length - 2, 1)]);
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}
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} else if (Array.isArray(biomeLinks[currentBiome])) {
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else if (this.scene.gameMode !== GameMode.CLASSIC)
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setNextBiome(this.generateNextBiome());
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else if (Array.isArray(biomeLinks[currentBiome])) {
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const biomes = biomeLinks[currentBiome] as Biome[];
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if (this.scene.findModifier(m => m instanceof MapModifier)) {
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this.scene.ui.setMode(Mode.BIOME_SELECT, currentBiome, (biomeIndex: integer) => {
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@ -551,6 +546,33 @@ export class SelectBiomePhase extends BattlePhase {
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} else
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setNextBiome(biomeLinks[currentBiome] as Biome);
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}
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generateNextBiome(): Biome {
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if (!(this.scene.currentBattle.waveIndex % 50))
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return Biome.END;
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else {
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const relWave = this.scene.currentBattle.waveIndex % 250;
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const biomes = Utils.getEnumValues(Biome).slice(1, -1);
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const maxDepth = biomeDepths[Biome.END] - 2;
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const depthWeights = new Array(maxDepth + 1).fill(null)
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.map((_, i: integer) => ((1 - Math.min(Math.abs((i / (maxDepth - 1)) - (relWave / 250)) + 0.25, 1)) / 0.75) * 250);
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const biomeThresholds: integer[] = [];
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let totalWeight = 0;
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for (let biome of biomes) {
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totalWeight += depthWeights[biomeDepths[biome] - 1];
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biomeThresholds.push(totalWeight);
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}
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const randInt = Utils.randSeedInt(totalWeight);
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for (let biome of biomes) {
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if (randInt < biomeThresholds[biome])
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return biome;
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}
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return biomes[Utils.randSeedInt(biomes.length)];
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}
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}
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}
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export class SwitchBiomePhase extends BattlePhase {
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@ -60,6 +60,10 @@ interface BiomeLinks {
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[key: integer]: Biome | Biome[]
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}
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interface BiomeDepths {
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[key: integer]: integer
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}
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export const biomeLinks: BiomeLinks = {
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[Biome.TOWN]: Biome.PLAINS,
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[Biome.PLAINS]: [ Biome.GRASS, Biome.CITY, Biome.LAKE ],
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@ -91,6 +95,8 @@ export const biomeLinks: BiomeLinks = {
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[Biome.JUNGLE]: Biome.SWAMP
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};
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export const biomeDepths: BiomeDepths = {}
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export enum BiomePoolTier {
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COMMON,
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UNCOMMON,
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@ -4561,6 +4567,23 @@ export const biomeTrainerPools: BiomeTrainerPools = {
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[ TrainerType.RIVAL, [] ]
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];
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biomeDepths[Biome.TOWN] = 0;
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const traverseBiome = (biome: Biome, depth: integer) => {
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const linkedBiomes: Biome[] = Array.isArray(biomeLinks[biome])
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? biomeLinks[biome] as Biome[]
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: [ biomeLinks[biome] as Biome ];
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for (let linkedBiome of linkedBiomes) {
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if (!biomeDepths.hasOwnProperty(linkedBiome) || depth < biomeDepths[linkedBiome]) {
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biomeDepths[linkedBiome] = depth + 1;
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traverseBiome(linkedBiome, depth + 1);
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}
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}
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};
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traverseBiome(Biome.TOWN, 0);
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biomeDepths[Biome.END] = Object.values(biomeDepths).reduce((max: integer, value: integer) => Math.max(max, value), 0) + 1;
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for (let biome of Utils.getEnumValues(Biome)) {
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biomePokemonPools[biome] = {};
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biomeTrainerPools[biome] = {};
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