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dc30dd33b2
* moving enums * import updates * fix tsconfig paths importing (#2184) * reverse index.ts addition --------- Co-authored-by: Devin Korb <meepdarknessmeep@gmail.com>
398 lines
11 KiB
TypeScript
398 lines
11 KiB
TypeScript
import { Biome } from "#enums/biome";
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import { getPokemonMessage, getPokemonNameWithAffix } from "../messages";
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import Pokemon from "../field/pokemon";
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import { Type } from "./type";
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import Move, { AttackMove } from "./move";
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import * as Utils from "../utils";
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import BattleScene from "../battle-scene";
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import { SuppressWeatherEffectAbAttr } from "./ability";
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import { TerrainType } from "./terrain";
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import i18next from "i18next";
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export enum WeatherType {
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NONE,
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SUNNY,
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RAIN,
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SANDSTORM,
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HAIL,
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SNOW,
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FOG,
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HEAVY_RAIN,
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HARSH_SUN,
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STRONG_WINDS
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}
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export class Weather {
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public weatherType: WeatherType;
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public turnsLeft: integer;
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constructor(weatherType: WeatherType, turnsLeft?: integer) {
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this.weatherType = weatherType;
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this.turnsLeft = !this.isImmutable() ? turnsLeft || 0 : 0;
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}
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lapse(): boolean {
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if (this.isImmutable()) {
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return true;
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}
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if (this.turnsLeft) {
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return !!--this.turnsLeft;
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}
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return true;
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}
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isImmutable(): boolean {
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switch (this.weatherType) {
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case WeatherType.HEAVY_RAIN:
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case WeatherType.HARSH_SUN:
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case WeatherType.STRONG_WINDS:
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return true;
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}
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return false;
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}
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isDamaging(): boolean {
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switch (this.weatherType) {
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case WeatherType.SANDSTORM:
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case WeatherType.HAIL:
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return true;
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}
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return false;
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}
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isTypeDamageImmune(type: Type): boolean {
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switch (this.weatherType) {
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case WeatherType.SANDSTORM:
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return type === Type.GROUND || type === Type.ROCK || type === Type.STEEL;
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case WeatherType.HAIL:
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return type === Type.ICE;
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}
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return false;
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}
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getAttackTypeMultiplier(attackType: Type): number {
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switch (this.weatherType) {
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case WeatherType.SUNNY:
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case WeatherType.HARSH_SUN:
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if (attackType === Type.FIRE) {
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return 1.5;
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}
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if (attackType === Type.WATER) {
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return 0.5;
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}
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break;
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case WeatherType.RAIN:
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case WeatherType.HEAVY_RAIN:
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if (attackType === Type.FIRE) {
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return 0.5;
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}
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if (attackType === Type.WATER) {
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return 1.5;
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}
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break;
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}
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return 1;
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}
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isMoveWeatherCancelled(move: Move): boolean {
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switch (this.weatherType) {
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case WeatherType.HARSH_SUN:
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return move instanceof AttackMove && move.type === Type.WATER;
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case WeatherType.HEAVY_RAIN:
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return move instanceof AttackMove && move.type === Type.FIRE;
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}
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return false;
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}
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isEffectSuppressed(scene: BattleScene): boolean {
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const field = scene.getField(true);
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for (const pokemon of field) {
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let suppressWeatherEffectAbAttr = pokemon.getAbility().getAttrs(SuppressWeatherEffectAbAttr)[0];
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if (!suppressWeatherEffectAbAttr) {
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suppressWeatherEffectAbAttr = pokemon.hasPassive() ? pokemon.getPassiveAbility().getAttrs(SuppressWeatherEffectAbAttr)[0] : null;
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}
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if (suppressWeatherEffectAbAttr && (!this.isImmutable() || suppressWeatherEffectAbAttr.affectsImmutable)) {
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return true;
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}
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}
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return false;
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}
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}
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export function getWeatherStartMessage(weatherType: WeatherType): string {
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switch (weatherType) {
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case WeatherType.SUNNY:
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return i18next.t("weather:sunnyStartMessage");
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case WeatherType.RAIN:
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return i18next.t("weather:rainStartMessage");
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case WeatherType.SANDSTORM:
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return i18next.t("weather:sandstormStartMessage");
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case WeatherType.HAIL:
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return i18next.t("weather:hailStartMessage");
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case WeatherType.SNOW:
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return i18next.t("weather:snowStartMessage");
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case WeatherType.FOG:
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return i18next.t("weather:fogStartMessage");
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case WeatherType.HEAVY_RAIN:
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return i18next.t("weather:heavyRainStartMessage");
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case WeatherType.HARSH_SUN:
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return i18next.t("weather:harshSunStartMessage");
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case WeatherType.STRONG_WINDS:
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return i18next.t("weather:strongWindsStartMessage");
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}
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return null;
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}
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export function getWeatherLapseMessage(weatherType: WeatherType): string {
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switch (weatherType) {
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case WeatherType.SUNNY:
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return i18next.t("weather:sunnyLapseMessage");
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case WeatherType.RAIN:
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return i18next.t("weather:rainLapseMessage");
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case WeatherType.SANDSTORM:
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return i18next.t("weather:sandstormLapseMessage");
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case WeatherType.HAIL:
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return i18next.t("weather:hailLapseMessage");
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case WeatherType.SNOW:
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return i18next.t("weather:snowLapseMessage");
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case WeatherType.FOG:
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return i18next.t("weather:fogLapseMessage");
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case WeatherType.HEAVY_RAIN:
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return i18next.t("weather:heavyRainLapseMessage");
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case WeatherType.HARSH_SUN:
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return i18next.t("weather:harshSunLapseMessage");
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case WeatherType.STRONG_WINDS:
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return i18next.t("weather:strongWindsLapseMessage");
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}
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return null;
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}
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export function getWeatherDamageMessage(weatherType: WeatherType, pokemon: Pokemon): string {
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switch (weatherType) {
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case WeatherType.SANDSTORM:
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return i18next.t("weather:sandstormDamageMessage", {pokemonNameWithAffix: getPokemonNameWithAffix(pokemon)});
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case WeatherType.HAIL:
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return i18next.t("weather:hailDamageMessage", {pokemonNameWithAffix: getPokemonNameWithAffix(pokemon)});
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}
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return null;
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}
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export function getWeatherClearMessage(weatherType: WeatherType): string {
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switch (weatherType) {
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case WeatherType.SUNNY:
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return i18next.t("weather:sunnyClearMessage");
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case WeatherType.RAIN:
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return i18next.t("weather:rainClearMessage");
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case WeatherType.SANDSTORM:
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return i18next.t("weather:sandstormClearMessage");
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case WeatherType.HAIL:
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return i18next.t("weather:hailClearMessage");
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case WeatherType.SNOW:
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return i18next.t("weather:snowClearMessage");
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case WeatherType.FOG:
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return i18next.t("weather:fogClearMessage");
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case WeatherType.HEAVY_RAIN:
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return i18next.t("weather:heavyRainClearMessage");
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case WeatherType.HARSH_SUN:
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return i18next.t("weather:harshSunClearMessage");
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case WeatherType.STRONG_WINDS:
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return i18next.t("weather:strongWindsClearMessage");
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}
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return null;
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}
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export function getTerrainStartMessage(terrainType: TerrainType): string {
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switch (terrainType) {
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case TerrainType.MISTY:
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return "Mist swirled around the battlefield!";
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case TerrainType.ELECTRIC:
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return "An electric current ran across the battlefield!";
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case TerrainType.GRASSY:
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return "Grass grew to cover the battlefield!";
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case TerrainType.PSYCHIC:
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return "The battlefield got weird!";
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}
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}
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export function getTerrainClearMessage(terrainType: TerrainType): string {
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switch (terrainType) {
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case TerrainType.MISTY:
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return "The mist disappeared from the battlefield.";
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case TerrainType.ELECTRIC:
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return "The electricity disappeared from the battlefield.";
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case TerrainType.GRASSY:
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return "The grass disappeared from the battlefield.";
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case TerrainType.PSYCHIC:
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return "The weirdness disappeared from the battlefield!";
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}
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}
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export function getTerrainBlockMessage(pokemon: Pokemon, terrainType: TerrainType): string {
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if (terrainType === TerrainType.MISTY) {
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return getPokemonMessage(pokemon, " surrounds itself with a protective mist!");
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}
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return getPokemonMessage(pokemon, ` is protected by the ${Utils.toReadableString(TerrainType[terrainType])} Terrain!`);
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}
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interface WeatherPoolEntry {
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weatherType: WeatherType;
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weight: integer;
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}
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export function getRandomWeatherType(arena: any /* Importing from arena causes a circular dependency */): WeatherType {
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let weatherPool: WeatherPoolEntry[] = [];
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const hasSun = arena.getTimeOfDay() < 2;
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switch (arena.biomeType) {
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case Biome.GRASS:
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weatherPool = [
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{ weatherType: WeatherType.NONE, weight: 7 }
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];
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if (hasSun) {
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weatherPool.push({ weatherType: WeatherType.SUNNY, weight: 3 });
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}
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break;
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case Biome.TALL_GRASS:
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weatherPool = [
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{ weatherType: WeatherType.NONE, weight: 8 },
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{ weatherType: WeatherType.RAIN, weight: 5 },
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];
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if (hasSun) {
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weatherPool.push({ weatherType: WeatherType.SUNNY, weight: 8 });
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}
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break;
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case Biome.FOREST:
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weatherPool = [
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{ weatherType: WeatherType.NONE, weight: 8 },
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{ weatherType: WeatherType.RAIN, weight: 5 }
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];
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break;
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case Biome.SEA:
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weatherPool = [
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{ weatherType: WeatherType.NONE, weight: 3 },
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{ weatherType: WeatherType.RAIN, weight: 12 }
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];
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break;
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case Biome.SWAMP:
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weatherPool = [
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{ weatherType: WeatherType.NONE, weight: 3 },
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{ weatherType: WeatherType.RAIN, weight: 4 },
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{ weatherType: WeatherType.FOG, weight: 1 }
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];
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break;
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case Biome.BEACH:
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weatherPool = [
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{ weatherType: WeatherType.NONE, weight: 8 },
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{ weatherType: WeatherType.RAIN, weight: 3 }
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];
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if (hasSun) {
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weatherPool.push({ weatherType: WeatherType.SUNNY, weight: 5 });
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}
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break;
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case Biome.LAKE:
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weatherPool = [
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{ weatherType: WeatherType.NONE, weight: 10 },
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{ weatherType: WeatherType.RAIN, weight: 5 },
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{ weatherType: WeatherType.FOG, weight: 1 }
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];
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break;
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case Biome.SEABED:
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weatherPool = [
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{ weatherType: WeatherType.RAIN, weight: 1 }
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];
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break;
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case Biome.BADLANDS:
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weatherPool = [
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{ weatherType: WeatherType.NONE, weight: 8 },
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{ weatherType: WeatherType.SANDSTORM, weight: 2 }
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];
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if (hasSun) {
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weatherPool.push({ weatherType: WeatherType.SUNNY, weight: 5 });
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}
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break;
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case Biome.DESERT:
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weatherPool = [
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{ weatherType: WeatherType.SANDSTORM, weight: 2 }
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];
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if (hasSun) {
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weatherPool.push({ weatherType: WeatherType.SUNNY, weight: 2 });
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}
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break;
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case Biome.ICE_CAVE:
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weatherPool = [
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{ weatherType: WeatherType.NONE, weight: 3 },
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{ weatherType: WeatherType.SNOW, weight: 4 },
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{ weatherType: WeatherType.HAIL, weight: 1 }
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];
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break;
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case Biome.MEADOW:
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weatherPool = [
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{ weatherType: WeatherType.NONE, weight: 2 }
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];
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if (hasSun) {
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weatherPool.push({ weatherType: WeatherType.SUNNY, weight: 2 });
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}
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case Biome.VOLCANO:
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weatherPool = [
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{ weatherType: hasSun ? WeatherType.SUNNY : WeatherType.NONE, weight: 1 }
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];
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break;
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case Biome.GRAVEYARD:
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weatherPool = [
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{ weatherType: WeatherType.NONE, weight: 3 },
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{ weatherType: WeatherType.FOG, weight: 1 }
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];
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break;
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case Biome.JUNGLE:
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weatherPool = [
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{ weatherType: WeatherType.NONE, weight: 8 },
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{ weatherType: WeatherType.RAIN, weight: 2 }
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];
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break;
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case Biome.SNOWY_FOREST:
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weatherPool = [
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{ weatherType: WeatherType.SNOW, weight: 7 },
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{ weatherType: WeatherType.HAIL, weight: 1 }
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];
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break;
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case Biome.ISLAND:
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weatherPool = [
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{ weatherType: WeatherType.NONE, weight: 5 },
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{ weatherType: WeatherType.RAIN, weight: 1 },
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];
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if (hasSun) {
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weatherPool.push({ weatherType: WeatherType.SUNNY, weight: 2 });
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}
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break;
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}
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if (weatherPool.length > 1) {
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let totalWeight = 0;
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weatherPool.forEach(w => totalWeight += w.weight);
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const rand = Utils.randSeedInt(totalWeight);
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let w = 0;
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for (const weather of weatherPool) {
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w += weather.weight;
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if (rand < w) {
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return weather.weatherType;
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}
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}
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}
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return weatherPool.length
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? weatherPool[0].weatherType
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: WeatherType.NONE;
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}
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