mirror of
https://github.com/pagefaultgames/pokerogue.git
synced 2025-02-06 08:07:42 +00:00
* various bug fixes for MEs * various bug fixes for MEs * fix final isTransferable rename that was missed * change Trainer's test vouchers for second option * change unit test skips * cut down excess ME track length and loop properly * ME bug fix cleanup * updating AI for Slumbering Snorlax ME, and small ME balance changes * fix ts error * fix bug type superfan dialogue discrepancy * ME bug fixes PR feedback * ME PR nits and fixes --------- Co-authored-by: ImperialSympathizer <imperialsympathizer@gmail.com>
606 lines
23 KiB
TypeScript
606 lines
23 KiB
TypeScript
import i18next from "i18next";
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import BattleScene from "../battle-scene";
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import { Phase } from "../phase";
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import { Mode } from "../ui/ui";
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import { transitionMysteryEncounterIntroVisuals, OptionSelectSettings } from "../data/mystery-encounters/utils/encounter-phase-utils";
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import MysteryEncounterOption, { OptionPhaseCallback } from "#app/data/mystery-encounters/mystery-encounter-option";
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import { getCharVariantFromDialogue } from "../data/dialogue";
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import { TrainerSlot } from "../data/trainer-config";
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import { BattleSpec } from "#enums/battle-spec";
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import { IvScannerModifier } from "../modifier/modifier";
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import * as Utils from "../utils";
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import { isNullOrUndefined } from "../utils";
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import { getEncounterText } from "#app/data/mystery-encounters/utils/encounter-dialogue-utils";
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import { BattlerTagLapseType } from "#app/data/battler-tags";
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import { MysteryEncounterMode } from "#enums/mystery-encounter-mode";
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import { PostTurnStatusEffectPhase } from "#app/phases/post-turn-status-effect-phase";
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import { SummonPhase } from "#app/phases/summon-phase";
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import { ScanIvsPhase } from "#app/phases/scan-ivs-phase";
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import { ToggleDoublePositionPhase } from "#app/phases/toggle-double-position-phase";
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import { ReturnPhase } from "#app/phases/return-phase";
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import { CheckSwitchPhase } from "#app/phases/check-switch-phase";
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import { SelectModifierPhase } from "#app/phases/select-modifier-phase";
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import { NewBattlePhase } from "#app/phases/new-battle-phase";
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import { GameOverPhase } from "#app/phases/game-over-phase";
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import { SwitchPhase } from "#app/phases/switch-phase";
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import { SeenEncounterData } from "#app/data/mystery-encounters/mystery-encounter-save-data";
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/**
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* Will handle (in order):
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* - Clearing of phase queues to enter the Mystery Encounter game state
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* - Management of session data related to MEs
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* - Initialization of ME option select menu and UI
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* - Execute {@linkcode MysteryEncounter.onPreOptionPhase} logic if it exists for the selected option
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* - Display any `OptionTextDisplay.selected` type dialogue that is set in the {@linkcode MysteryEncounterDialogue} dialogue tree for selected option
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* - Queuing of the {@linkcode MysteryEncounterOptionSelectedPhase}
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*/
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export class MysteryEncounterPhase extends Phase {
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private readonly FIRST_DIALOGUE_PROMPT_DELAY = 300;
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optionSelectSettings?: OptionSelectSettings;
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/**
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* Mostly useful for having repeated queries during a single encounter, where the queries and options may differ each time
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* @param scene
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* @param optionSelectSettings allows overriding the typical options of an encounter with new ones
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*/
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constructor(scene: BattleScene, optionSelectSettings?: OptionSelectSettings) {
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super(scene);
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this.optionSelectSettings = optionSelectSettings;
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}
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/**
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* Updates seed offset, sets seen encounter session data, sets UI mode
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*/
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start() {
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super.start();
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// Clears out queued phases that are part of standard battle
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this.scene.clearPhaseQueue();
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this.scene.clearPhaseQueueSplice();
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const encounter = this.scene.currentBattle.mysteryEncounter!;
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encounter.updateSeedOffset(this.scene);
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if (!this.optionSelectSettings) {
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// Sets flag that ME was encountered, only if this is not a followup option select phase
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// Can be used in later MEs to check for requirements to spawn, run history, etc.
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this.scene.mysteryEncounterSaveData.encounteredEvents.push(new SeenEncounterData(encounter.encounterType, encounter.encounterTier, this.scene.currentBattle.waveIndex));
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}
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// Initiates encounter dialogue window and option select
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this.scene.ui.setMode(Mode.MYSTERY_ENCOUNTER, this.optionSelectSettings);
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}
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/**
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* Triggers after a player selects an option for the encounter
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* @param option
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* @param index
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*/
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handleOptionSelect(option: MysteryEncounterOption, index: number): boolean {
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// Set option selected flag
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this.scene.currentBattle.mysteryEncounter!.selectedOption = option;
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if (!this.optionSelectSettings) {
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// Saves the selected option in the ME save data, only if this is not a followup option select phase
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// Can be used for analytics purposes to track what options are popular on certain encounters
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const encounterSaveData = this.scene.mysteryEncounterSaveData.encounteredEvents[this.scene.mysteryEncounterSaveData.encounteredEvents.length - 1];
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if (encounterSaveData.type === this.scene.currentBattle.mysteryEncounter?.encounterType) {
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encounterSaveData.selectedOption = index;
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}
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}
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if (!option.onOptionPhase) {
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return false;
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}
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// Populate dialogue tokens for option requirements
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this.scene.currentBattle.mysteryEncounter!.populateDialogueTokensFromRequirements(this.scene);
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if (option.onPreOptionPhase) {
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this.scene.executeWithSeedOffset(async () => {
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return await option.onPreOptionPhase!(this.scene)
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.then((result) => {
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if (isNullOrUndefined(result) || result) {
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this.continueEncounter();
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}
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});
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}, this.scene.currentBattle.mysteryEncounter?.getSeedOffset());
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} else {
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this.continueEncounter();
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}
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return true;
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}
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/**
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* Queues {@linkcode MysteryEncounterOptionSelectedPhase}, displays option.selected dialogue and ends phase
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*/
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continueEncounter() {
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const endDialogueAndContinueEncounter = () => {
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this.scene.pushPhase(new MysteryEncounterOptionSelectedPhase(this.scene));
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this.end();
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};
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const optionSelectDialogue = this.scene.currentBattle?.mysteryEncounter?.selectedOption?.dialogue;
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if (optionSelectDialogue?.selected && optionSelectDialogue.selected.length > 0) {
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// Handle intermediate dialogue (between player selection event and the onOptionSelect logic)
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this.scene.ui.setMode(Mode.MESSAGE);
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const selectedDialogue = optionSelectDialogue.selected;
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let i = 0;
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const showNextDialogue = () => {
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const nextAction = i === selectedDialogue.length - 1 ? endDialogueAndContinueEncounter : showNextDialogue;
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const dialogue = selectedDialogue[i];
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let title: string | null = null;
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const text: string | null = getEncounterText(this.scene, dialogue.text);
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if (dialogue.speaker) {
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title = getEncounterText(this.scene, dialogue.speaker);
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}
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i++;
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if (title) {
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this.scene.ui.showDialogue(text ?? "", title, null, nextAction, 0, i === 1 ? this.FIRST_DIALOGUE_PROMPT_DELAY : 0);
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} else {
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this.scene.ui.showText(text ?? "", null, nextAction, i === 1 ? this.FIRST_DIALOGUE_PROMPT_DELAY : 0, true);
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}
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};
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showNextDialogue();
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} else {
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endDialogueAndContinueEncounter();
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}
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}
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/**
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* Ends phase
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*/
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end() {
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this.scene.ui.setMode(Mode.MESSAGE).then(() => super.end());
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}
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}
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/**
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* Will handle (in order):
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* - Execute {@linkcode MysteryEncounter.onOptionSelect} logic if it exists for the selected option
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*
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* It is important to point out that no phases are directly queued by any logic within this phase
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* Any phase that is meant to follow this one MUST be queued via the onOptionSelect() logic of the selected option
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*/
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export class MysteryEncounterOptionSelectedPhase extends Phase {
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onOptionSelect: OptionPhaseCallback;
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constructor(scene: BattleScene) {
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super(scene);
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this.onOptionSelect = this.scene.currentBattle.mysteryEncounter!.selectedOption!.onOptionPhase;
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}
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/**
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* Will handle (in order):
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* - Execute {@linkcode MysteryEncounter.onOptionSelect} logic if it exists for the selected option
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*
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* It is important to point out that no phases are directly queued by any logic within this phase.
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* Any phase that is meant to follow this one MUST be queued via the {@linkcode MysteryEncounter.onOptionSelect} logic of the selected option.
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*/
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start() {
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super.start();
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if (this.scene.currentBattle.mysteryEncounter?.autoHideIntroVisuals) {
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transitionMysteryEncounterIntroVisuals(this.scene).then(() => {
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this.scene.executeWithSeedOffset(() => {
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this.onOptionSelect(this.scene).finally(() => {
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this.end();
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});
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}, this.scene.currentBattle.mysteryEncounter?.getSeedOffset() * 500);
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});
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} else {
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this.scene.executeWithSeedOffset(() => {
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this.onOptionSelect(this.scene).finally(() => {
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this.end();
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});
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}, this.scene.currentBattle.mysteryEncounter?.getSeedOffset() * 500);
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}
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}
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}
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/**
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* Runs at the beginning of an Encounter's battle
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* Will clean up any residual flinches, Endure, etc. that are left over from {@linkcode MysteryEncounter.startOfBattleEffects}
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* Will also handle Game Overs, switches, etc. that could happen from {@linkcode handleMysteryEncounterBattleStartEffects}
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* See {@linkcode TurnEndPhase} for more details
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*/
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export class MysteryEncounterBattleStartCleanupPhase extends Phase {
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constructor(scene: BattleScene) {
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super(scene);
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}
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/**
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* Cleans up `TURN_END` tags, any {@linkcode PostTurnStatusEffectPhase}s, checks for Pokemon switches, then continues
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*/
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start() {
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super.start();
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const field = this.scene.getField(true).filter(p => p.summonData);
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field.forEach(pokemon => {
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pokemon.lapseTags(BattlerTagLapseType.TURN_END);
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});
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// Remove any status tick phases
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while (!!this.scene.findPhase(p => p instanceof PostTurnStatusEffectPhase)) {
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this.scene.tryRemovePhase(p => p instanceof PostTurnStatusEffectPhase);
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}
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// The total number of Pokemon in the player's party that can legally fight
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const legalPlayerPokemon = this.scene.getParty().filter(p => p.isAllowedInBattle());
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// The total number of legal player Pokemon that aren't currently on the field
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const legalPlayerPartyPokemon = legalPlayerPokemon.filter(p => !p.isActive(true));
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if (!legalPlayerPokemon.length) {
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this.scene.unshiftPhase(new GameOverPhase(this.scene));
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return this.end();
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}
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// Check for any KOd player mons and switch
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// For each fainted mon on the field, if there is a legal replacement, summon it
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const playerField = this.scene.getPlayerField();
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playerField.forEach((pokemon, i) => {
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if (!pokemon.isAllowedInBattle() && legalPlayerPartyPokemon.length > i) {
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this.scene.unshiftPhase(new SwitchPhase(this.scene, i, true, false));
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}
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});
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// THEN, if is a double battle, and player only has 1 summoned pokemon, center pokemon on field
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if (this.scene.currentBattle.double && legalPlayerPokemon.length === 1 && legalPlayerPartyPokemon.length === 0) {
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this.scene.unshiftPhase(new ToggleDoublePositionPhase(this.scene, true));
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}
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this.end();
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}
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}
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/**
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* Will handle (in order):
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* - Setting BGM
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* - Showing intro dialogue for an enemy trainer or wild Pokemon
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* - Sliding in the visuals for enemy trainer or wild Pokemon, as well as handling summoning animations
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* - Queue the {@linkcode SummonPhase}s, {@linkcode PostSummonPhase}s, etc., required to initialize the phase queue for a battle
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*/
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export class MysteryEncounterBattlePhase extends Phase {
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disableSwitch: boolean;
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constructor(scene: BattleScene, disableSwitch = false) {
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super(scene);
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this.disableSwitch = disableSwitch;
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}
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/**
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* Sets up a ME battle
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*/
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start() {
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super.start();
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this.doMysteryEncounterBattle(this.scene);
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}
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/**
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* Gets intro battle message for new battle
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* @param scene
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* @private
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*/
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private getBattleMessage(scene: BattleScene): string {
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const enemyField = scene.getEnemyField();
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const encounterMode = scene.currentBattle.mysteryEncounter!.encounterMode;
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if (scene.currentBattle.battleSpec === BattleSpec.FINAL_BOSS) {
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return i18next.t("battle:bossAppeared", { bossName: enemyField[0].name });
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}
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if (encounterMode === MysteryEncounterMode.TRAINER_BATTLE) {
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if (scene.currentBattle.double) {
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return i18next.t("battle:trainerAppearedDouble", { trainerName: scene.currentBattle.trainer?.getName(TrainerSlot.NONE, true) });
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} else {
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return i18next.t("battle:trainerAppeared", { trainerName: scene.currentBattle.trainer?.getName(TrainerSlot.NONE, true) });
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}
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}
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return enemyField.length === 1
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? i18next.t("battle:singleWildAppeared", { pokemonName: enemyField[0].name })
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: i18next.t("battle:multiWildAppeared", { pokemonName1: enemyField[0].name, pokemonName2: enemyField[1].name });
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}
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/**
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* Queues {@linkcode SummonPhase}s for the new battle, and handles trainer animations/dialogue if it's a Trainer battle
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* @param scene
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* @private
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*/
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private doMysteryEncounterBattle(scene: BattleScene) {
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const encounterMode = scene.currentBattle.mysteryEncounter!.encounterMode;
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if (encounterMode === MysteryEncounterMode.WILD_BATTLE || encounterMode === MysteryEncounterMode.BOSS_BATTLE) {
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// Summons the wild/boss Pokemon
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if (encounterMode === MysteryEncounterMode.BOSS_BATTLE) {
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scene.playBgm(undefined);
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}
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const availablePartyMembers = scene.getEnemyParty().filter(p => !p.isFainted()).length;
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scene.unshiftPhase(new SummonPhase(scene, 0, false));
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if (scene.currentBattle.double && availablePartyMembers > 1) {
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scene.unshiftPhase(new SummonPhase(scene, 1, false));
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}
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if (!scene.currentBattle.mysteryEncounter?.hideBattleIntroMessage) {
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scene.ui.showText(this.getBattleMessage(scene), null, () => this.endBattleSetup(scene), 0);
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} else {
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this.endBattleSetup(scene);
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}
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} else if (encounterMode === MysteryEncounterMode.TRAINER_BATTLE) {
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this.showEnemyTrainer();
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const doSummon = () => {
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scene.currentBattle.started = true;
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scene.playBgm(undefined);
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scene.pbTray.showPbTray(scene.getParty());
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scene.pbTrayEnemy.showPbTray(scene.getEnemyParty());
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const doTrainerSummon = () => {
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this.hideEnemyTrainer();
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const availablePartyMembers = scene.getEnemyParty().filter(p => !p.isFainted()).length;
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scene.unshiftPhase(new SummonPhase(scene, 0, false));
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if (scene.currentBattle.double && availablePartyMembers > 1) {
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scene.unshiftPhase(new SummonPhase(scene, 1, false));
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}
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this.endBattleSetup(scene);
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};
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if (!scene.currentBattle.mysteryEncounter?.hideBattleIntroMessage) {
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scene.ui.showText(this.getBattleMessage(scene), null, doTrainerSummon, 1000, true);
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} else {
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doTrainerSummon();
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}
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};
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const encounterMessages = scene.currentBattle.trainer?.getEncounterMessages();
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if (!encounterMessages || !encounterMessages.length) {
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doSummon();
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} else {
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const trainer = this.scene.currentBattle.trainer;
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let message: string;
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scene.executeWithSeedOffset(() => message = Utils.randSeedItem(encounterMessages), this.scene.currentBattle.mysteryEncounter?.getSeedOffset());
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message = message!; // tell TS compiler it's defined now
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const showDialogueAndSummon = () => {
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scene.ui.showDialogue(message, trainer?.getName(TrainerSlot.NONE, true), null, () => {
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scene.charSprite.hide().then(() => scene.hideFieldOverlay(250).then(() => doSummon()));
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});
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};
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if (this.scene.currentBattle.trainer?.config.hasCharSprite && !this.scene.ui.shouldSkipDialogue(message)) {
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this.scene.showFieldOverlay(500).then(() => this.scene.charSprite.showCharacter(trainer?.getKey()!, getCharVariantFromDialogue(encounterMessages[0])).then(() => showDialogueAndSummon())); // TODO: is this bang correct?
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} else {
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showDialogueAndSummon();
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}
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}
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}
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}
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/**
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* Initiate {@linkcode SummonPhase}s, {@linkcode ScanIvsPhase}, {@linkcode PostSummonPhase}s, etc.
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* @param scene
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* @private
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*/
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private endBattleSetup(scene: BattleScene) {
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const enemyField = scene.getEnemyField();
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const encounterMode = scene.currentBattle.mysteryEncounter!.encounterMode;
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// PostSummon and ShinySparkle phases are handled by SummonPhase
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if (encounterMode !== MysteryEncounterMode.TRAINER_BATTLE) {
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const ivScannerModifier = this.scene.findModifier(m => m instanceof IvScannerModifier);
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if (ivScannerModifier) {
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enemyField.map(p => this.scene.pushPhase(new ScanIvsPhase(this.scene, p.getBattlerIndex(), Math.min(ivScannerModifier.getStackCount() * 2, 6))));
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}
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}
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const availablePartyMembers = scene.getParty().filter(p => !p.isFainted());
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if (!availablePartyMembers[0].isOnField()) {
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scene.pushPhase(new SummonPhase(scene, 0));
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}
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if (scene.currentBattle.double) {
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if (availablePartyMembers.length > 1) {
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scene.pushPhase(new ToggleDoublePositionPhase(scene, true));
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if (!availablePartyMembers[1].isOnField()) {
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scene.pushPhase(new SummonPhase(scene, 1));
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}
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}
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} else {
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if (availablePartyMembers.length > 1 && availablePartyMembers[1].isOnField()) {
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scene.pushPhase(new ReturnPhase(scene, 1));
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}
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scene.pushPhase(new ToggleDoublePositionPhase(scene, false));
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}
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if (encounterMode !== MysteryEncounterMode.TRAINER_BATTLE && !this.disableSwitch) {
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const minPartySize = scene.currentBattle.double ? 2 : 1;
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if (availablePartyMembers.length > minPartySize) {
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scene.pushPhase(new CheckSwitchPhase(scene, 0, scene.currentBattle.double));
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if (scene.currentBattle.double) {
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scene.pushPhase(new CheckSwitchPhase(scene, 1, scene.currentBattle.double));
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}
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}
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}
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this.end();
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}
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/**
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* Ease in enemy trainer
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* @private
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*/
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private showEnemyTrainer(): void {
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// Show enemy trainer
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const trainer = this.scene.currentBattle.trainer;
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if (!trainer) {
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return;
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}
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trainer.alpha = 0;
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trainer.x += 16;
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trainer.y -= 16;
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trainer.setVisible(true);
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this.scene.tweens.add({
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targets: trainer,
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x: "-=16",
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y: "+=16",
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alpha: 1,
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ease: "Sine.easeInOut",
|
|
duration: 750,
|
|
onComplete: () => {
|
|
trainer.untint(100, "Sine.easeOut");
|
|
trainer.playAnim();
|
|
}
|
|
});
|
|
}
|
|
|
|
private hideEnemyTrainer(): void {
|
|
this.scene.tweens.add({
|
|
targets: this.scene.currentBattle.trainer,
|
|
x: "+=16",
|
|
y: "-=16",
|
|
alpha: 0,
|
|
ease: "Sine.easeInOut",
|
|
duration: 750
|
|
});
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Will handle (in order):
|
|
* - doContinueEncounter() callback for continuous encounters with back-to-back battles (this should push/shift its own phases as needed)
|
|
*
|
|
* OR
|
|
*
|
|
* - Any encounter reward logic that is set within {@linkcode MysteryEncounter.doEncounterExp}
|
|
* - Any encounter reward logic that is set within {@linkcode MysteryEncounter.doEncounterRewards}
|
|
* - Otherwise, can add a no-reward-item shop with only Potions, etc. if addHealPhase is true
|
|
* - Queuing of the {@linkcode PostMysteryEncounterPhase}
|
|
*/
|
|
export class MysteryEncounterRewardsPhase extends Phase {
|
|
addHealPhase: boolean;
|
|
|
|
constructor(scene: BattleScene, addHealPhase: boolean = false) {
|
|
super(scene);
|
|
this.addHealPhase = addHealPhase;
|
|
}
|
|
|
|
/**
|
|
* Runs {@linkcode MysteryEncounter.doContinueEncounter} and ends phase, OR {@linkcode MysteryEncounter.onRewards} then continues encounter
|
|
*/
|
|
start() {
|
|
super.start();
|
|
const encounter = this.scene.currentBattle.mysteryEncounter!;
|
|
|
|
if (encounter.doContinueEncounter) {
|
|
encounter.doContinueEncounter(this.scene).then(() => {
|
|
this.end();
|
|
});
|
|
} else {
|
|
this.scene.executeWithSeedOffset(() => {
|
|
if (encounter.onRewards) {
|
|
encounter.onRewards(this.scene).then(() => {
|
|
this.doEncounterRewardsAndContinue();
|
|
});
|
|
} else {
|
|
this.doEncounterRewardsAndContinue();
|
|
}
|
|
// Do not use ME's seedOffset for rewards, these should always be consistent with waveIndex (once per wave)
|
|
}, this.scene.currentBattle.waveIndex * 1000);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Queues encounter EXP and rewards phases, {@linkcode PostMysteryEncounterPhase}, and ends phase
|
|
*/
|
|
doEncounterRewardsAndContinue() {
|
|
const encounter = this.scene.currentBattle.mysteryEncounter!;
|
|
|
|
if (encounter.doEncounterExp) {
|
|
encounter.doEncounterExp(this.scene);
|
|
}
|
|
|
|
if (encounter.doEncounterRewards) {
|
|
encounter.doEncounterRewards(this.scene);
|
|
} else if (this.addHealPhase) {
|
|
this.scene.tryRemovePhase(p => p instanceof SelectModifierPhase);
|
|
this.scene.unshiftPhase(new SelectModifierPhase(this.scene, 0, undefined, { fillRemaining: false, rerollMultiplier: -1 }));
|
|
}
|
|
|
|
this.scene.pushPhase(new PostMysteryEncounterPhase(this.scene));
|
|
this.end();
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Will handle (in order):
|
|
* - {@linkcode MysteryEncounter.onPostOptionSelect} logic (based on an option that was selected)
|
|
* - Showing any outro dialogue messages
|
|
* - Cleanup of any leftover intro visuals
|
|
* - Queuing of the next wave
|
|
*/
|
|
export class PostMysteryEncounterPhase extends Phase {
|
|
private readonly FIRST_DIALOGUE_PROMPT_DELAY = 750;
|
|
onPostOptionSelect?: OptionPhaseCallback;
|
|
|
|
constructor(scene: BattleScene) {
|
|
super(scene);
|
|
this.onPostOptionSelect = this.scene.currentBattle.mysteryEncounter?.selectedOption?.onPostOptionPhase;
|
|
}
|
|
|
|
/**
|
|
* Runs {@linkcode MysteryEncounter.onPostOptionSelect} then continues encounter
|
|
*/
|
|
start() {
|
|
super.start();
|
|
|
|
if (this.onPostOptionSelect) {
|
|
this.scene.executeWithSeedOffset(async () => {
|
|
return await this.onPostOptionSelect!(this.scene)
|
|
.then((result) => {
|
|
if (isNullOrUndefined(result) || result) {
|
|
this.continueEncounter();
|
|
}
|
|
});
|
|
}, this.scene.currentBattle.mysteryEncounter?.getSeedOffset() * 2000);
|
|
} else {
|
|
this.continueEncounter();
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Queues {@linkcode NewBattlePhase}, plays outro dialogue and ends phase
|
|
*/
|
|
continueEncounter() {
|
|
const endPhase = () => {
|
|
this.scene.pushPhase(new NewBattlePhase(this.scene));
|
|
this.end();
|
|
};
|
|
|
|
const outroDialogue = this.scene.currentBattle?.mysteryEncounter?.dialogue?.outro;
|
|
if (outroDialogue && outroDialogue.length > 0) {
|
|
let i = 0;
|
|
const showNextDialogue = () => {
|
|
const nextAction = i === outroDialogue.length - 1 ? endPhase : showNextDialogue;
|
|
const dialogue = outroDialogue[i];
|
|
let title: string | null = null;
|
|
const text: string | null = getEncounterText(this.scene, dialogue.text);
|
|
if (dialogue.speaker) {
|
|
title = getEncounterText(this.scene, dialogue.speaker);
|
|
}
|
|
|
|
i++;
|
|
this.scene.ui.setMode(Mode.MESSAGE);
|
|
if (title) {
|
|
this.scene.ui.showDialogue(text ?? "", title, null, nextAction, 0, i === 1 ? this.FIRST_DIALOGUE_PROMPT_DELAY : 0);
|
|
} else {
|
|
this.scene.ui.showText(text ?? "", null, nextAction, i === 1 ? this.FIRST_DIALOGUE_PROMPT_DELAY : 0, true);
|
|
}
|
|
};
|
|
|
|
showNextDialogue();
|
|
} else {
|
|
endPhase();
|
|
}
|
|
}
|
|
}
|