371 lines
12 KiB
TypeScript
371 lines
12 KiB
TypeScript
import i18next from "i18next";
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import { classicFixedBattles, FixedBattleConfig, FixedBattleConfigs } from "./battle";
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import BattleScene from "./battle-scene";
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import { allChallenges, applyChallenges, Challenge, ChallengeType, copyChallenge } from "./data/challenge";
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import PokemonSpecies, { allSpecies } from "./data/pokemon-species";
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import { Arena } from "./field/arena";
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import Overrides from "#app/overrides";
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import * as Utils from "./utils";
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import { Biome } from "#enums/biome";
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import { Species } from "#enums/species";
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import { Challenges } from "./enums/challenges";
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export enum GameModes {
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CLASSIC,
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ENDLESS,
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SPLICED_ENDLESS,
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DAILY,
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CHALLENGE
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}
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interface GameModeConfig {
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isClassic?: boolean;
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isEndless?: boolean;
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isDaily?: boolean;
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hasTrainers?: boolean;
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hasNoShop?: boolean;
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hasShortBiomes?: boolean;
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hasRandomBiomes?: boolean;
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hasRandomBosses?: boolean;
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isSplicedOnly?: boolean;
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isChallenge?: boolean;
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hasMysteryEncounters?: boolean;
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}
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// Describes min and max waves for MEs in specific game modes
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export const CLASSIC_MODE_MYSTERY_ENCOUNTER_WAVES: [number, number] = [ 10, 180 ];
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export const CHALLENGE_MODE_MYSTERY_ENCOUNTER_WAVES: [number, number] = [ 10, 180 ];
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export class GameMode implements GameModeConfig {
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public modeId: GameModes;
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public isClassic: boolean;
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public isEndless: boolean;
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public isDaily: boolean;
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public hasTrainers: boolean;
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public hasNoShop: boolean;
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public hasShortBiomes: boolean;
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public hasRandomBiomes: boolean;
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public hasRandomBosses: boolean;
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public isSplicedOnly: boolean;
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public isChallenge: boolean;
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public challenges: Challenge[];
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public battleConfig: FixedBattleConfigs;
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public hasMysteryEncounters: boolean;
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public minMysteryEncounterWave: number;
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public maxMysteryEncounterWave: number;
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constructor(modeId: GameModes, config: GameModeConfig, battleConfig?: FixedBattleConfigs) {
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this.modeId = modeId;
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this.challenges = [];
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Object.assign(this, config);
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if (this.isChallenge) {
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this.challenges = allChallenges.map(c => copyChallenge(c));
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}
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this.battleConfig = battleConfig || {};
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}
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/**
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* Helper function to see if a GameMode has a specific challenge type
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* @param challenge the Challenges it looks for
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* @returns true if the game mode has that challenge
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*/
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hasChallenge(challenge: Challenges): boolean {
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return this.challenges.some(c => c.id === challenge && c.value !== 0);
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}
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/**
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* Helper function to see if the game mode is using fresh start
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* @returns true if a fresh start challenge is being applied
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*/
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isFreshStartChallenge(): boolean {
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return this.hasChallenge(Challenges.FRESH_START);
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}
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/**
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* @returns either:
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* - override from overrides.ts
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* - 20 for Daily Runs
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* - 5 for all other modes
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*/
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getStartingLevel(): integer {
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if (Overrides.STARTING_LEVEL_OVERRIDE) {
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return Overrides.STARTING_LEVEL_OVERRIDE;
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}
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switch (this.modeId) {
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case GameModes.DAILY:
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return 20;
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default:
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return 5;
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}
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}
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/**
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* @returns either:
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* - override from overrides.ts
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* - 1000
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*/
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getStartingMoney(): integer {
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return Overrides.STARTING_MONEY_OVERRIDE || 1000;
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}
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/**
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* @param scene current BattleScene
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* @returns either:
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* - random biome for Daily mode
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* - override from overrides.ts
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* - Town
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*/
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getStartingBiome(scene: BattleScene): Biome {
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switch (this.modeId) {
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case GameModes.DAILY:
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return scene.generateRandomBiome(this.getWaveForDifficulty(1));
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default:
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return Overrides.STARTING_BIOME_OVERRIDE || Biome.TOWN;
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}
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}
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getWaveForDifficulty(waveIndex: integer, ignoreCurveChanges: boolean = false): integer {
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switch (this.modeId) {
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case GameModes.DAILY:
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return waveIndex + 30 + (!ignoreCurveChanges ? Math.floor(waveIndex / 5) : 0);
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default:
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return waveIndex;
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}
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}
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/**
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* Determines whether or not to generate a trainer
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* @param waveIndex the current floor the player is on (trainer sprites fail to generate on X1 floors)
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* @param arena the arena that contains the scene and functions
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* @returns true if a trainer should be generated, false otherwise
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*/
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isWaveTrainer(waveIndex: integer, arena: Arena): boolean {
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/**
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* Daily spawns trainers on floors 5, 15, 20, 25, 30, 35, 40, and 45
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*/
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if (this.isDaily) {
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return waveIndex % 10 === 5 || (!(waveIndex % 10) && waveIndex > 10 && !this.isWaveFinal(waveIndex));
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}
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if ((waveIndex % 30) === (arena.scene.offsetGym ? 0 : 20) && !this.isWaveFinal(waveIndex)) {
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return true;
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} else if (waveIndex % 10 !== 1 && waveIndex % 10) {
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/**
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* Do not check X1 floors since there's a bug that stops trainer sprites from appearing
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* after a X0 full party heal
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*/
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const trainerChance = arena.getTrainerChance();
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let allowTrainerBattle = true;
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if (trainerChance) {
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const waveBase = Math.floor(waveIndex / 10) * 10;
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// Stop generic trainers from spawning in within 3 waves of a trainer battle
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for (let w = Math.max(waveIndex - 3, waveBase + 2); w <= Math.min(waveIndex + 3, waveBase + 9); w++) {
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if (w === waveIndex) {
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continue;
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}
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if ((w % 30) === (arena.scene.offsetGym ? 0 : 20) || this.isFixedBattle(w)) {
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allowTrainerBattle = false;
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break;
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} else if (w < waveIndex) {
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arena.scene.executeWithSeedOffset(() => {
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const waveTrainerChance = arena.getTrainerChance();
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if (!Utils.randSeedInt(waveTrainerChance)) {
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allowTrainerBattle = false;
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}
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}, w);
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if (!allowTrainerBattle) {
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break;
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}
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}
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}
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}
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return Boolean(allowTrainerBattle && trainerChance && !Utils.randSeedInt(trainerChance));
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}
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return false;
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}
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isTrainerBoss(waveIndex: integer, biomeType: Biome, offsetGym: boolean): boolean {
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switch (this.modeId) {
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case GameModes.DAILY:
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return waveIndex > 10 && waveIndex < 50 && !(waveIndex % 10);
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default:
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return (waveIndex % 30) === (offsetGym ? 0 : 20) && (biomeType !== Biome.END || this.isClassic || this.isWaveFinal(waveIndex));
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}
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}
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getOverrideSpecies(waveIndex: integer): PokemonSpecies | null {
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if (this.isDaily && this.isWaveFinal(waveIndex)) {
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const allFinalBossSpecies = allSpecies.filter(s => (s.subLegendary || s.legendary || s.mythical)
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&& s.baseTotal >= 600 && s.speciesId !== Species.ETERNATUS && s.speciesId !== Species.ARCEUS);
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return Utils.randSeedItem(allFinalBossSpecies);
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}
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return null;
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}
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/**
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* Checks if wave provided is the final for current or specified game mode
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* @param waveIndex
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* @param modeId game mode
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* @returns if the current wave is final for classic or daily OR a minor boss in endless
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*/
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isWaveFinal(waveIndex: integer, modeId: GameModes = this.modeId): boolean {
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switch (modeId) {
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case GameModes.CLASSIC:
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case GameModes.CHALLENGE:
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return waveIndex === 200;
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case GameModes.ENDLESS:
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case GameModes.SPLICED_ENDLESS:
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return !(waveIndex % 250);
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case GameModes.DAILY:
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return waveIndex === 50;
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}
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}
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/**
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* Every 10 waves is a boss battle
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* @returns true if waveIndex is a multiple of 10
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*/
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isBoss(waveIndex: integer): boolean {
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return waveIndex % 10 === 0;
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}
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/**
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* Every 50 waves of an Endless mode is a boss
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* At this time it is paradox pokemon
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* @returns true if waveIndex is a multiple of 50 in Endless
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*/
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isEndlessBoss(waveIndex: integer): boolean {
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return !!(waveIndex % 50) &&
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(this.modeId === GameModes.ENDLESS || this.modeId === GameModes.SPLICED_ENDLESS);
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}
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/**
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* Every 250 waves of an Endless mode is a minor boss
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* At this time it is Eternatus
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* @returns true if waveIndex is a multiple of 250 in Endless
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*/
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isEndlessMinorBoss(waveIndex: integer): boolean {
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return waveIndex % 250 === 0 &&
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(this.modeId === GameModes.ENDLESS || this.modeId === GameModes.SPLICED_ENDLESS);
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}
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/**
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* Every 1000 waves of an Endless mode is a major boss
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* At this time it is Eternamax Eternatus
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* @returns true if waveIndex is a multiple of 1000 in Endless
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*/
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isEndlessMajorBoss(waveIndex: integer): boolean {
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return waveIndex % 1000 === 0 &&
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(this.modeId === GameModes.ENDLESS || this.modeId === GameModes.SPLICED_ENDLESS);
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}
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/**
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* Checks whether there is a fixed battle on this gamemode on a given wave.
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* @param {integer} waveIndex The wave to check.
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* @returns {boolean} If this game mode has a fixed battle on this wave
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*/
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isFixedBattle(waveIndex: integer): boolean {
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const dummyConfig = new FixedBattleConfig();
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return this.battleConfig.hasOwnProperty(waveIndex) || applyChallenges(this, ChallengeType.FIXED_BATTLES, waveIndex, dummyConfig);
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}
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/**
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* Returns the config for the fixed battle for a particular wave.
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* @param {integer} waveIndex The wave to check.
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* @returns {boolean} The fixed battle for this wave.
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*/
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getFixedBattle(waveIndex: integer): FixedBattleConfig {
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const challengeConfig = new FixedBattleConfig();
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if (applyChallenges(this, ChallengeType.FIXED_BATTLES, waveIndex, challengeConfig)) {
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return challengeConfig;
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} else {
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return this.battleConfig[waveIndex];
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}
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}
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getClearScoreBonus(): integer {
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switch (this.modeId) {
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case GameModes.CLASSIC:
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case GameModes.CHALLENGE:
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return 5000;
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case GameModes.DAILY:
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return 2500;
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default:
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return 0;
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}
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}
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getEnemyModifierChance(isBoss: boolean): integer {
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switch (this.modeId) {
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case GameModes.CLASSIC:
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case GameModes.CHALLENGE:
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case GameModes.DAILY:
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return !isBoss ? 18 : 6;
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case GameModes.ENDLESS:
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case GameModes.SPLICED_ENDLESS:
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return !isBoss ? 12 : 4;
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}
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}
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getName(): string {
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switch (this.modeId) {
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case GameModes.CLASSIC:
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return i18next.t("gameMode:classic");
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case GameModes.ENDLESS:
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return i18next.t("gameMode:endless");
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case GameModes.SPLICED_ENDLESS:
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return i18next.t("gameMode:endlessSpliced");
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case GameModes.DAILY:
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return i18next.t("gameMode:dailyRun");
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case GameModes.CHALLENGE:
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return i18next.t("gameMode:challenge");
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}
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}
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/**
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* Returns the wave range where MEs can spawn for the game mode [min, max]
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*/
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getMysteryEncounterLegalWaves(): [number, number] {
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switch (this.modeId) {
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default:
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return [ 0, 0 ];
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case GameModes.CLASSIC:
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return CLASSIC_MODE_MYSTERY_ENCOUNTER_WAVES;
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case GameModes.CHALLENGE:
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return CHALLENGE_MODE_MYSTERY_ENCOUNTER_WAVES;
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}
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}
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static getModeName(modeId: GameModes): string {
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switch (modeId) {
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case GameModes.CLASSIC:
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return i18next.t("gameMode:classic");
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case GameModes.ENDLESS:
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return i18next.t("gameMode:endless");
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case GameModes.SPLICED_ENDLESS:
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return i18next.t("gameMode:endlessSpliced");
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case GameModes.DAILY:
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return i18next.t("gameMode:dailyRun");
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case GameModes.CHALLENGE:
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return i18next.t("gameMode:challenge");
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}
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}
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}
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export function getGameMode(gameMode: GameModes): GameMode {
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switch (gameMode) {
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case GameModes.CLASSIC:
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return new GameMode(GameModes.CLASSIC, { isClassic: true, hasTrainers: true, hasMysteryEncounters: true }, classicFixedBattles);
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case GameModes.ENDLESS:
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return new GameMode(GameModes.ENDLESS, { isEndless: true, hasShortBiomes: true, hasRandomBosses: true });
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case GameModes.SPLICED_ENDLESS:
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return new GameMode(GameModes.SPLICED_ENDLESS, { isEndless: true, hasShortBiomes: true, hasRandomBosses: true, isSplicedOnly: true });
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case GameModes.DAILY:
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return new GameMode(GameModes.DAILY, { isDaily: true, hasTrainers: true, hasNoShop: true });
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case GameModes.CHALLENGE:
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return new GameMode(GameModes.CHALLENGE, { isClassic: true, hasTrainers: true, isChallenge: true, hasMysteryEncounters: true }, classicFixedBattles);
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}
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}
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