import BattleScene from "./battle-scene"; import { Biome, BiomePoolTier, BiomeTierPokemonPools, BiomeTierTrainerPools, biomePokemonPools, biomeTrainerPools } from "./data/biome"; import * as Utils from "./utils"; import PokemonSpecies, { getPokemonSpecies } from "./data/pokemon-species"; import { Species } from "./data/species"; import { Weather, WeatherType, getWeatherClearMessage, getWeatherStartMessage } from "./data/weather"; import { CommonAnimPhase } from "./battle-phases"; import { CommonAnim } from "./data/battle-anims"; import { Type } from "./data/type"; import Move, { Moves } from "./data/move"; import { ArenaTag, ArenaTagType, getArenaTag } from "./data/arena-tag"; import { GameMode } from "./game-mode"; import { TrainerType } from "./data/trainer-type"; import { BattlerIndex } from "./battle"; const WEATHER_OVERRIDE = WeatherType.NONE; export class Arena { public scene: BattleScene; public biomeType: Biome; public weather: Weather; public tags: ArenaTag[]; public bgm: string; private pokemonPool: BiomeTierPokemonPools; private trainerPool: BiomeTierTrainerPools; constructor(scene: BattleScene, biome: Biome, bgm: string) { this.scene = scene; this.biomeType = biome; this.tags = []; this.bgm = bgm; this.pokemonPool = biomePokemonPools[biome]; this.trainerPool = biomeTrainerPools[biome]; } randomSpecies(waveIndex: integer, level: integer, attempt?: integer): PokemonSpecies { const isBoss = (waveIndex % 10 === 0 || (this.scene.gameMode !== GameMode.CLASSIC && Utils.randSeedInt(100) < Math.min(Math.max(Math.ceil((waveIndex - 250) / 50), 0) * 2, 30))) && !!this.pokemonPool[BiomePoolTier.BOSS].length && (this.biomeType !== Biome.END || this.scene.gameMode === GameMode.CLASSIC || waveIndex % 250 === 0); const tierValue = Utils.randSeedInt(!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; console.log(BiomePoolTier[tier]); 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; let regen = false; if (!tierPool.length) ret = this.scene.randomSpecies(waveIndex, level); else { const entry = tierPool[Utils.randSeedInt(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.randSeedInt(speciesIds.length)]; else species = speciesIds[0]; break; } } } ret = getPokemonSpecies(species); if (ret.pseudoLegendary || ret.legendary || ret.mythical) { switch (true) { case (ret.baseTotal >= 720): regen = level < 90; break; case (ret.baseTotal >= 670): regen = level < 70; break; case (ret.baseTotal >= 580): regen = level < 50; break; default: regen = level < 30; break; } } } if (regen && (attempt || 0) < 10) { console.log('Incompatible level: regenerating...'); return this.randomSpecies(waveIndex, level, (attempt || 0) + 1); } const newSpeciesId = ret.getSpeciesForLevel(level, true); if (newSpeciesId !== ret.speciesId) { console.log('Replaced', Species[ret.speciesId], 'with', Species[newSpeciesId]); ret = getPokemonSpecies(newSpeciesId); } return ret; } randomTrainerType(waveIndex: integer): TrainerType { const isBoss = waveIndex > 20 && !(waveIndex % 30) && !!this.trainerPool[BiomePoolTier.BOSS].length && (this.biomeType !== Biome.END || this.scene.gameMode === GameMode.CLASSIC || waveIndex % 250 === 0); const tierValue = Utils.randSeedInt(!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; console.log(BiomePoolTier[tier]); while (tier && !this.trainerPool[tier].length) { console.log(`Downgraded trainer rarity tier from ${BiomePoolTier[tier]} to ${BiomePoolTier[tier - 1]}`); tier--; } const tierPool = this.trainerPool[tier] || []; return !tierPool.length ? TrainerType.BREEDER : tierPool[Utils.randSeedInt(tierPool.length)]; } getSpeciesFormIndex(species: PokemonSpecies): integer { switch (species.speciesId) { case Species.BURMY: case Species.WORMADAM: switch (this.biomeType) { case Biome.BEACH: return 1; case Biome.SLUM: return 2; } break; case Species.SCATTERBUG: case Species.SPEWPA: case Species.VIVILLON: return 0; case Species.LYCANROC: switch (this.biomeType) { case Biome.CAVE: case Biome.ICE_CAVE: case Biome.FAIRY_CAVE: return 2; default: if (!this.isDaytime()) return 1; } case Species.CALYREX: switch (this.biomeType) { case Biome.SNOWY_FOREST: return 1; case Biome.GRAVEYARD: return 2; } break; } return 0; } getTypeForBiome() { switch (this.biomeType) { case Biome.TOWN: case Biome.PLAINS: case Biome.METROPOLIS: return Type.NORMAL; case Biome.GRASS: case Biome.TALL_GRASS: return Type.GRASS; case Biome.FOREST: return Type.BUG; case Biome.SLUM: case Biome.SWAMP: return Type.POISON; case Biome.SEA: case Biome.BEACH: case Biome.LAKE: case Biome.SEABED: return Type.WATER; case Biome.MOUNTAIN: return Type.FLYING; case Biome.BADLANDS: return Type.GROUND; case Biome.CAVE: case Biome.DESERT: return Type.ROCK; case Biome.ICE_CAVE: case Biome.SNOWY_FOREST: return Type.ICE; case Biome.MEADOW: case Biome.FAIRY_CAVE: case Biome.ISLAND: return Type.FAIRY; case Biome.POWER_PLANT: return Type.ELECTRIC; case Biome.VOLCANO: return Type.FIRE; case Biome.GRAVEYARD: case Biome.TEMPLE: return Type.GHOST; case Biome.DOJO: return Type.FIGHTING; case Biome.FACTORY: return Type.STEEL; case Biome.RUINS: case Biome.SPACE: return Type.PSYCHIC; case Biome.WASTELAND: case Biome.END: return Type.DRAGON; case Biome.ABYSS: return Type.DARK; } } trySetWeatherOverride(weather: WeatherType): boolean { this.weather = new Weather(weather, 0); this.scene.unshiftPhase(new CommonAnimPhase(this.scene, undefined, undefined, CommonAnim.SUNNY + (weather - 1))); this.scene.queueMessage(getWeatherStartMessage(weather)); return true } trySetWeather(weather: WeatherType, viaMove: boolean): boolean { // override hook for debugging if (WEATHER_OVERRIDE) { return this.trySetWeatherOverride(WEATHER_OVERRIDE); } if (this.weather?.weatherType === (weather || undefined)) return false; const oldWeatherType = this.weather?.weatherType || WeatherType.NONE; this.weather = weather ? new Weather(weather, viaMove ? 5 : 0) : null; if (this.weather) { this.scene.unshiftPhase(new CommonAnimPhase(this.scene, undefined, undefined, CommonAnim.SUNNY + (weather - 1))); this.scene.queueMessage(getWeatherStartMessage(weather)); } else this.scene.queueMessage(getWeatherClearMessage(oldWeatherType)); return true; } isMoveWeatherCancelled(move: Move) { return this.weather && !this.weather.isEffectSuppressed(this.scene) && this.weather.isMoveWeatherCancelled(move); } getAttackTypeMultiplier(attackType: Type): number { if (!this.weather || this.weather.isEffectSuppressed(this.scene)) return 1; return this.weather.getAttackTypeMultiplier(attackType); } getTrainerChance(): integer { switch (this.biomeType) { case Biome.METROPOLIS: return 2; case Biome.SLUM: case Biome.BEACH: case Biome.DOJO: case Biome.CONSTRUCTION_SITE: return 4; case Biome.PLAINS: case Biome.GRASS: case Biome.LAKE: case Biome.CAVE: return 6; case Biome.TALL_GRASS: case Biome.FOREST: case Biome.SEA: case Biome.SWAMP: case Biome.MOUNTAIN: case Biome.BADLANDS: case Biome.DESERT: case Biome.MEADOW: case Biome.POWER_PLANT: case Biome.GRAVEYARD: case Biome.FACTORY: case Biome.SNOWY_FOREST: return 8; case Biome.ICE_CAVE: case Biome.VOLCANO: case Biome.RUINS: case Biome.WASTELAND: case Biome.JUNGLE: case Biome.FAIRY_CAVE: return 12; case Biome.SEABED: case Biome.ABYSS: case Biome.SPACE: case Biome.TEMPLE: return 16; default: return 0; } } isDaytime(): boolean { switch (this.biomeType) { case Biome.TOWN: case Biome.PLAINS: case Biome.GRASS: case Biome.METROPOLIS: case Biome.SEA: case Biome.BEACH: case Biome.LAKE: case Biome.MOUNTAIN: case Biome.BADLANDS: case Biome.DESERT: case Biome.MEADOW: case Biome.DOJO: case Biome.CONSTRUCTION_SITE: case Biome.ISLAND: case Biome.SNOWY_FOREST: return true; } } applyTags(tagType: ArenaTagType | { new(...args: any[]): ArenaTag }, ...args: any[]): void { const tags = typeof tagType === 'number' ? this.tags.filter(t => t.tagType === tagType) : this.tags.filter(t => t instanceof tagType); tags.forEach(t => t.apply(args)); } addTag(tagType: ArenaTagType, turnCount: integer, sourceMove: Moves, sourceId: integer, targetIndex?: BattlerIndex): boolean { const existingTag = this.getTag(tagType); if (existingTag) { existingTag.onOverlap(this); return false; } const newTag = getArenaTag(tagType, turnCount || 0, sourceMove, sourceId, targetIndex); this.tags.push(newTag); newTag.onAdd(this); return true; } getTag(tagType: ArenaTagType | { new(...args: any[]): ArenaTag }): ArenaTag { return typeof(tagType) === 'number' ? this.tags.find(t => t.tagType === tagType) : this.tags.find(t => t instanceof tagType); } lapseTags(): void { const tags = this.tags; tags.filter(t => !(t.lapse(this))).forEach(t => { t.onRemove(this); tags.splice(tags.indexOf(t), 1); }); } removeAllTags(): void { for (let t of this.tags) { t.onRemove(this); this.tags.splice(this.tags.indexOf(t), 1); } } preloadBgm(): void { this.scene.loadBgm(this.bgm); } getBgmLoopPoint(): number { switch (this.biomeType) { case Biome.TOWN: return 7.288; case Biome.PLAINS: return 7.693; case Biome.GRASS: return 1.995; case Biome.TALL_GRASS: return 9.608; case Biome.METROPOLIS: return 4.867; case Biome.FOREST: return 4.294; case Biome.SEA: return 1.672; case Biome.SWAMP: return 4.461; case Biome.BEACH: return 3.462; case Biome.LAKE: return 5.350; case Biome.SEABED: return 2.629; case Biome.MOUNTAIN: return 4.018; case Biome.BADLANDS: return 17.790; case Biome.CAVE: return 14.240; case Biome.DESERT: return 1.143; case Biome.ICE_CAVE: return 15.010; case Biome.MEADOW: return 3.891; case Biome.POWER_PLANT: return 2.810; case Biome.VOLCANO: return 5.116; case Biome.GRAVEYARD: return 3.232; case Biome.DOJO: return 6.205; case Biome.FACTORY: return 4.985; case Biome.RUINS: return 2.270; case Biome.WASTELAND: return 6.336; case Biome.ABYSS: return 5.130; case Biome.SPACE: return 21.347; case Biome.CONSTRUCTION_SITE: return 1.222; case Biome.JUNGLE: return 2.477; case Biome.FAIRY_CAVE: return 4.542; case Biome.TEMPLE: return 2.547; case Biome.ISLAND: return 2.751; case Biome.LABORATORY: return 0.797; case Biome.SLUM: return 1.221; case Biome.SNOWY_FOREST: return 3.047; } } } export function getBiomeKey(biome: Biome): string { switch (biome) { case Biome.POWER_PLANT: return 'ruins'; case Biome.METROPOLIS: case Biome.CONSTRUCTION_SITE: return 'slum'; case Biome.JUNGLE: return 'tall_grass'; case Biome.ISLAND: return 'beach'; case Biome.END: return 'wasteland'; } return Biome[biome].toLowerCase(); } export function getBiomeHasProps(biomeType: Biome): boolean { switch (biomeType) { case Biome.BEACH: case Biome.LAKE: case Biome.SEABED: case Biome.MOUNTAIN: case Biome.BADLANDS: case Biome.CAVE: case Biome.DESERT: case Biome.ICE_CAVE: case Biome.MEADOW: case Biome.VOLCANO: case Biome.GRAVEYARD: case Biome.FACTORY: case Biome.RUINS: case Biome.WASTELAND: case Biome.ABYSS: case Biome.FAIRY_CAVE: case Biome.TEMPLE: case Biome.LABORATORY: return true; } return false; } export class ArenaBase extends Phaser.GameObjects.Container { public player: boolean; public biome: Biome; public propValue: integer; public base: Phaser.GameObjects.Sprite; public props: Phaser.GameObjects.Sprite[]; constructor(scene: BattleScene, player: boolean) { super(scene, 0, 0); this.player = player; this.base = scene.add.sprite(0, 0, 'plains_a'); this.base.setOrigin(0, 0); this.props = !player ? new Array(3).fill(null).map(() => { const ret = scene.add.sprite(0, 0, 'plains_b'); ret.setOrigin(0, 0); ret.setVisible(false); return ret; }) : []; } setBiome(biome: Biome, propValue?: integer): void { if (this.biome === biome) return; const hasProps = getBiomeHasProps(biome); const biomeKey = getBiomeKey(biome); this.base.setTexture(`${biomeKey}_${this.player ? 'a' : 'b'}`); this.add(this.base); if (!this.player) { (this.scene as BattleScene).executeWithSeedOffset(() => { this.propValue = propValue === undefined ? hasProps ? Utils.randSeedInt(8) : 0 : propValue; this.props.forEach((prop, p) => { prop.setTexture(`${biomeKey}_b${hasProps ? `_${p + 1}` : ''}`); prop.setVisible(hasProps && !!(this.propValue & (1 << p))); this.add(prop); }); }, (this.scene as BattleScene).currentBattle?.waveIndex || 0); } } }