pokerogue/src/data/mystery-encounters/mystery-encounter.ts
2024-07-15 12:36:10 -04:00

686 lines
26 KiB
TypeScript

import { EnemyPartyConfig } from "#app/data/mystery-encounters/utils/encounter-phase-utils";
import Pokemon, { PlayerPokemon } from "#app/field/pokemon";
import { isNullOrUndefined } from "#app/utils";
import { MysteryEncounterType } from "#enums/mystery-encounter-type";
import BattleScene from "../../battle-scene";
import MysteryEncounterIntroVisuals, { MysteryEncounterSpriteConfig } from "../../field/mystery-encounter-intro";
import * as Utils from "../../utils";
import { StatusEffect } from "../status-effect";
import MysteryEncounterDialogue, {
OptionTextDisplay
} from "./mystery-encounter-dialogue";
import MysteryEncounterOption, { EncounterOptionMode, MysteryEncounterOptionBuilder, OptionPhaseCallback } from "./mystery-encounter-option";
import {
EncounterPokemonRequirement,
EncounterSceneRequirement,
HealthRatioRequirement,
PartySizeRequirement,
StatusEffectRequirement,
WaveRangeRequirement
} from "./mystery-encounter-requirements";
export enum MysteryEncounterVariant {
DEFAULT,
TRAINER_BATTLE,
WILD_BATTLE,
BOSS_BATTLE,
NO_BATTLE,
SAFARI_BATTLE
}
export enum MysteryEncounterTier {
COMMON,
GREAT,
ULTRA,
ROGUE,
MASTER // Not currently used
}
export default interface IMysteryEncounter {
/**
* Required params
*/
encounterType: MysteryEncounterType;
options: [MysteryEncounterOption, MysteryEncounterOption, ...MysteryEncounterOption[]];
spriteConfigs: MysteryEncounterSpriteConfig[];
/**
* Optional params
*/
encounterTier?: MysteryEncounterTier;
hideBattleIntroMessage?: boolean;
hideIntroVisuals?: boolean;
catchAllowed?: boolean;
doEncounterExp?: (scene: BattleScene) => boolean;
doEncounterRewards?: (scene: BattleScene) => boolean;
onInit?: (scene: BattleScene) => boolean;
/**
* Requirements
*/
requirements?: EncounterSceneRequirement[];
/** Primary Pokemon is a single pokemon randomly selected from the party that meet ALL primary pokemon requirements */
primaryPokemonRequirements?: EncounterPokemonRequirement[];
/**
* Secondary Pokemon are pokemon that meet ALL secondary pokemon requirements
* Note that an individual requirement may require multiple pokemon, but the resulting pokemon after all secondary requirements are met may be lower than expected
* If the primary pokemon and secondary pokemon are the same and ExcludePrimaryFromSupportRequirements flag is true, primary pokemon may be promoted from secondary pool
*/
secondaryPokemonRequirements?: EncounterPokemonRequirement[];
excludePrimaryFromSupportRequirements?: boolean;
primaryPokemon?: PlayerPokemon;
secondaryPokemon?: PlayerPokemon[];
/**
* Post-construct / Auto-populated params
*/
/**
* Dialogue object containing all the dialogue, messages, tooltips, etc. for an encounter
*/
dialogue?: MysteryEncounterDialogue;
/**
* Data used for setting up/initializing enemy party in battles
* Can store multiple configs so that one can be chosen based on option selected
*/
enemyPartyConfigs?: EnemyPartyConfig[];
/**
* Object instance containing sprite data for an encounter when it is being spawned
* Otherwise, will be undefined
* You probably shouldn't do anything with this unless you have a very specific need
*/
introVisuals?: MysteryEncounterIntroVisuals;
/**
* Flags
*/
/**
* Can be set for uses programatic dialogue during an encounter (storing the name of one of the party's pokemon, etc.)
* Example use: see MYSTERIOUS_CHEST
*/
dialogueTokens?: Record<string, string>;
/**
* Should be set depending upon option selected as part of an encounter
* For example, if there is no battle as part of the encounter/selected option, should be set to NO_BATTLE
* Defaults to DEFAULT
*/
encounterVariant?: MysteryEncounterVariant;
/**
* Flag for checking if it's the first time a shop is being shown for an encounter.
* Defaults to true so that the first shop does not override the specified rewards.
* Will be set to false after a shop is shown (so can't reroll same rarity items for free)
*/
lockEncounterRewardTiers?: boolean;
/**
* Will be set by option select handlers automatically, and can be used to refer to which option was chosen by later phases
*/
selectedOption?: MysteryEncounterOption;
/**
* Can be set higher or lower based on the type of battle or exp gained for an option/encounter
* Defaults to 1
*/
expMultiplier?: number;
/**
* Used for keeping RNG consistent on session resets, but increments when cycling through multiple "Encounters" on the same wave
* You should never need to modify this
*/
seedOffset?: any;
/**
* Generic property to set any custom data required for the encounter
* Extremely useful for carrying state/data between onPreOptionPhase/onOptionPhase/onPostOptionPhase
*/
misc?: any;
}
/**
* MysteryEncounter class that defines the logic for a single encounter
* These objects will be saved as part of session data any time the player is on a floor with an encounter
* Unless you know what you're doing, you should use MysteryEncounterBuilder to create an instance for this class
*/
export default class IMysteryEncounter implements IMysteryEncounter {
constructor(encounter: IMysteryEncounter) {
if (!isNullOrUndefined(encounter)) {
Object.assign(this, encounter);
}
this.encounterTier = this.encounterTier ? this.encounterTier : MysteryEncounterTier.COMMON;
this.dialogue = this.dialogue ?? {};
this.encounterVariant = MysteryEncounterVariant.DEFAULT;
this.requirements = this.requirements ? this.requirements : [];
this.hideBattleIntroMessage = !isNullOrUndefined(this.hideBattleIntroMessage) ? this.hideBattleIntroMessage : false;
this.hideIntroVisuals = !isNullOrUndefined(this.hideIntroVisuals) ? this.hideIntroVisuals : true;
// Reset any dirty flags or encounter data
this.lockEncounterRewardTiers = true;
this.dialogueTokens = {};
this.enemyPartyConfigs = [];
this.introVisuals = null;
this.misc = null;
this.expMultiplier = 1;
}
/**
* Checks if the current scene state meets the requirements for the MysteryEncounter to spawn
* This is used to filter the pool of encounters down to only the ones with all requirements met
* @param scene
* @returns
*/
meetsRequirements?(scene: BattleScene) {
const sceneReq = !this.requirements.some(requirement => !requirement.meetsRequirement(scene));
const secReqs = this.meetsSecondaryRequirementAndSecondaryPokemonSelected(scene); // secondary is checked first to handle cases of primary overlapping with secondary
const priReqs = this.meetsPrimaryRequirementAndPrimaryPokemonSelected(scene);
// console.log("-------" + MysteryEncounterType[this.encounterType] + " Encounter Check -------");
// console.log(this);
// console.log( "sceneCheck: " + sceneReq);
// console.log( "primaryCheck: " + priReqs);
// console.log( "secondaryCheck: " + secReqs);
// console.log(MysteryEncounterTier[this.encounterTier]);
return sceneReq && secReqs && priReqs;
}
pokemonMeetsPrimaryRequirements?(scene: BattleScene, pokemon: Pokemon) {
return !this.primaryPokemonRequirements.some(req => !req.queryParty(scene.getParty()).map(p => p.id).includes(pokemon.id));
}
private meetsPrimaryRequirementAndPrimaryPokemonSelected?(scene: BattleScene) {
if (this.primaryPokemonRequirements.length === 0) {
const activeMon = scene.getParty().filter(p => p.isActive(true));
if (activeMon.length > 0) {
this.primaryPokemon = activeMon[0];
} else {
this.primaryPokemon = scene.getParty().filter(p => !p.isFainted())[0];
}
return true;
}
let qualified: PlayerPokemon[] = scene.getParty();
for (const req of this.primaryPokemonRequirements) {
console.log(req);
if (req.meetsRequirement(scene)) {
if (req instanceof EncounterPokemonRequirement) {
qualified = qualified.filter(pkmn => req.queryParty(scene.getParty()).includes(pkmn));
}
} else {
this.primaryPokemon = null;
return false;
}
}
if (qualified.length === 0) {
return false;
}
if (this.excludePrimaryFromSupportRequirements && this.secondaryPokemon) {
const truePrimaryPool = [];
const overlap = [];
for (const qp of qualified) {
if (!this.secondaryPokemon.includes(qp)) {
truePrimaryPool.push(qp);
} else {
overlap.push(qp);
}
}
if (truePrimaryPool.length > 0) {
// always choose from the non-overlapping pokemon first
this.primaryPokemon = truePrimaryPool[Utils.randSeedInt(truePrimaryPool.length, 0)];
return true;
} else {
// if there are multiple overlapping pokemon, we're okay - just choose one and take it out of the primary pokemon pool
if (overlap.length > 1 || (this.secondaryPokemon.length - overlap.length >= 1)) {
// is this working?
this.primaryPokemon = overlap[Utils.randSeedInt(overlap.length, 0)];
this.secondaryPokemon = this.secondaryPokemon.filter((supp) => supp !== this.primaryPokemon);
return true;
}
console.log("Mystery Encounter Edge Case: Requirement not met due to primary pokemon overlapping with secondary pokemon. There's no valid primary pokemon left.");
return false;
}
} else {
// this means we CAN have the same pokemon be a primary and secondary pokemon, so just choose any qualifying one randomly.
this.primaryPokemon = qualified[Utils.randSeedInt(qualified.length, 0)];
return true;
}
}
private meetsSecondaryRequirementAndSecondaryPokemonSelected?(scene: BattleScene) {
if (!this.secondaryPokemonRequirements) {
this.secondaryPokemon = [];
return true;
}
let qualified: PlayerPokemon[] = scene.getParty();
for (const req of this.secondaryPokemonRequirements) {
if (req.meetsRequirement(scene)) {
if (req instanceof EncounterPokemonRequirement) {
qualified = qualified.filter(pkmn => req.queryParty(scene.getParty()).includes(pkmn));
}
} else {
this.secondaryPokemon = [];
return false;
}
}
this.secondaryPokemon = qualified;
return true;
}
/**
* Initializes encounter intro sprites based on the sprite configs defined in spriteConfigs
* @param scene
*/
initIntroVisuals?(scene: BattleScene) {
this.introVisuals = new MysteryEncounterIntroVisuals(scene, this);
}
/**
* Auto-pushes dialogue tokens from the encounter (and option) requirements.
* Will use the first support pokemon in list
* For multiple support pokemon in the dialogue token, it will have to be overridden.
*/
populateDialogueTokensFromRequirements?(scene: BattleScene) {
this.meetsRequirements(scene);
if (this.requirements?.length > 0) {
for (const req of this.requirements) {
const dialogueToken = req.getDialogueToken(scene);
this.setDialogueToken(...dialogueToken);
}
}
if (this.primaryPokemon?.length > 0) {
this.setDialogueToken("primaryName", this.primaryPokemon.name);
for (const req of this.primaryPokemonRequirements) {
if (!req.invertQuery) {
const value = req.getDialogueToken(scene, this.primaryPokemon);
this.setDialogueToken("primary" + this.capitalizeFirstLetter(value[0]), value[1]);
}
}
}
if (this.secondaryPokemonRequirements?.length > 0 && this.secondaryPokemon?.length > 0) {
this.setDialogueToken("secondaryName", this.secondaryPokemon[0].name);
for (const req of this.secondaryPokemonRequirements) {
if (!req.invertQuery) {
const value = req.getDialogueToken(scene, this.secondaryPokemon[0]);
this.setDialogueToken("secondary" + this.capitalizeFirstLetter(value[0]), value[1]);
}
}
}
// Dialogue tokens for options
for (let i = 0; i < this.options.length; i++) {
const opt = this.options[i];
opt.meetsRequirements(scene);
const j = i + 1;
if (opt.requirements?.length > 0) {
for (const req of opt.requirements) {
const dialogueToken = req.getDialogueToken(scene);
this.setDialogueToken("option" + j + this.capitalizeFirstLetter(dialogueToken[0]), dialogueToken[1]);
}
}
if (opt.primaryPokemonRequirements?.length > 0 && opt.primaryPokemon?.length > 0) {
this.setDialogueToken("option" + j + "PrimaryName", opt.primaryPokemon.name);
for (const req of opt.primaryPokemonRequirements) {
if (!req.invertQuery) {
const value = req.getDialogueToken(scene, opt.primaryPokemon);
this.setDialogueToken("option" + j + "Primary" + this.capitalizeFirstLetter(value[0]), value[1]);
}
}
}
if (opt.secondaryPokemonRequirements?.length > 0 && opt.secondaryPokemon?.length > 0) {
this.setDialogueToken("option" + j + "SecondaryName", opt.secondaryPokemon[0].name);
for (const req of opt.secondaryPokemonRequirements) {
if (!req.invertQuery) {
const value = req.getDialogueToken(scene, opt.secondaryPokemon[0]);
this.setDialogueToken("option" + j + "Secondary" + this.capitalizeFirstLetter(value[0]), value[1]);
}
}
}
}
}
setDialogueToken?(key: string, value: string) {
this.dialogueTokens[key] = value;
}
private capitalizeFirstLetter?(str: string) {
return str.charAt(0).toUpperCase() + str.slice(1);
}
}
export class MysteryEncounterBuilder implements Partial<IMysteryEncounter> {
encounterType?: MysteryEncounterType;
options?: [MysteryEncounterOption, MysteryEncounterOption, ...MysteryEncounterOption[]] = [null, null];
spriteConfigs?: MysteryEncounterSpriteConfig[];
dialogue?: MysteryEncounterDialogue;
encounterTier?: MysteryEncounterTier;
requirements?: EncounterSceneRequirement[] = [];
primaryPokemonRequirements?: EncounterPokemonRequirement[] = [];
secondaryPokemonRequirements ?: EncounterPokemonRequirement[] = [];
excludePrimaryFromSupportRequirements?: boolean;
dialogueTokens?: Record<string, string>;
doEncounterExp?: (scene: BattleScene) => boolean;
doEncounterRewards?: (scene: BattleScene) => boolean;
onInit?: (scene: BattleScene) => boolean;
hideBattleIntroMessage?: boolean;
hideIntroVisuals?: boolean;
enemyPartyConfigs?: EnemyPartyConfig[] = [];
/**
* REQUIRED
*/
/**
* @statif Defines the type of encounter which is used as an identifier, should be tied to a unique MysteryEncounterType
* @param encounterType
* @returns this
*/
static withEncounterType(encounterType: MysteryEncounterType): MysteryEncounterBuilder & Pick<IMysteryEncounter, "encounterType"> {
return Object.assign(new MysteryEncounterBuilder(), { encounterType: encounterType });
}
/**
* Defines an option for the encounter
* There should be at least 2 options defined and no more than 4
* @param option - MysteryEncounterOption to add, can use MysteryEncounterOptionBuilder to create instance
* @returns
*/
withOption(option: MysteryEncounterOption): this & Pick<IMysteryEncounter, "options"> {
if (this.options[0] === null) {
return Object.assign(this, { options: [option, this.options[0]] });
} else if (this.options[1] === null) {
return Object.assign(this, { options: [this.options[0], option] });
} else {
this.options.push(option);
return Object.assign(this, { options: this.options });
}
}
/**
* Adds a streamlined option phase.
* Only use if no pre-/post-options or condtions necessary.
*
* @param dialogue - {@linkcode OptionTextDisplay}
* @param callback - {@linkcode OptionPhaseCallback}
* @returns
*/
withSimpleOption(dialogue: OptionTextDisplay, callback: OptionPhaseCallback) {
return this.withOption(new MysteryEncounterOptionBuilder().withOptionMode(EncounterOptionMode.DEFAULT).withDialogue(dialogue).withOptionPhase(callback).build());
}
/**
* Defines the sprites that will be shown on the enemy field when the encounter spawns
* Can be one or more sprites, recommended not to exceed 4
* @param spriteConfigs
* @returns
*/
withIntroSpriteConfigs(spriteConfigs: MysteryEncounterSpriteConfig[]): this & Pick<IMysteryEncounter, "spriteConfigs"> {
return Object.assign(this, { spriteConfigs: spriteConfigs });
}
withIntroDialogue(dialogue: MysteryEncounterDialogue["intro"] = []) {
this.dialogue = {...this.dialogue, intro: dialogue };
return this;
}
withIntro({spriteConfigs, dialogue} : {spriteConfigs: MysteryEncounterSpriteConfig[], dialogue?: MysteryEncounterDialogue["intro"]}) {
return this.withIntroSpriteConfigs(spriteConfigs).withIntroDialogue(dialogue);
}
/**
* OPTIONAL
*/
/**
* Sets the rarity tier for an encounter
* If not specified, defaults to COMMON
* Tiers are:
* COMMON 32/64 odds
* UNCOMMON 16/64 odds
* RARE 10/64 odds
* SUPER_RARE 6/64 odds
* ULTRA_RARE Not currently used
* @param encounterTier
* @returns
*/
withEncounterTier(encounterTier: MysteryEncounterTier): this & Required<Pick<IMysteryEncounter, "encounterTier">> {
return Object.assign(this, { encounterTier: encounterTier });
}
/**
* Specifies a requirement for an encounter
* For example, passing requirement as "new WaveCountRequirement([2, 180])" would create a requirement that the encounter can only be spawned between waves 2 and 180
* Existing Requirement objects are defined in mystery-encounter-requirements.ts, and more can always be created to meet a requirement need
* @param requirement
* @returns
*/
withSceneRequirement(requirement: EncounterSceneRequirement): this & Required<Pick<IMysteryEncounter, "requirements">> {
if (requirement instanceof EncounterPokemonRequirement) {
Error("Incorrectly added pokemon requirement as scene requirement.");
}
this.requirements.push(requirement);
return Object.assign(this, { requirements: this.requirements });
}
/**
* Specifies a wave range requirement for an encounter.
*
* @param min min wave (or exact wave if only min is given)
* @param max optional max wave. If not given, defaults to min => exact wave
* @returns
*/
withSceneWaveRangeRequirement(min: number, max?: number) {
return this.withSceneRequirement(new WaveRangeRequirement([min, max ?? min]));
}
/**
* Specifies a party size requirement for an encounter.
*
* @param min min wave (or exact size if only min is given)
* @param max optional max size. If not given, defaults to min => exact wave
* @returns
*/
withScenePartySizeRequirement(min: number, max?: number) {
return this.withSceneRequirement(new PartySizeRequirement([min, max ?? min]));
}
/**
* Add a primary pokemon requirement
*
* @param requirement {@linkcode EncounterPokemonRequirement}
* @returns
*/
withPrimaryPokemonRequirement(requirement: EncounterPokemonRequirement): this & Required<Pick<IMysteryEncounter, "primaryPokemonRequirements">> {
this.primaryPokemonRequirements.push(requirement);
return Object.assign(this, { primaryPokemonRequirements: this.primaryPokemonRequirements });
}
/**
* Add a primary pokemon status effect requirement
*
* @param statusEffect the status effect/s to check
* @param minNumberOfPokemon minimum number of pokemon to have the effect
* @param invertQuery if true will invert the query
* @returns
*/
withPrimaryPokemonStatusEffectRequirement(statusEffect: StatusEffect | StatusEffect[], minNumberOfPokemon: number = 1, invertQuery: boolean = false): this & Required<Pick<IMysteryEncounter, "primaryPokemonRequirements">> {
return this.withPrimaryPokemonRequirement(new StatusEffectRequirement(statusEffect, minNumberOfPokemon, invertQuery));
}
/**
* Add a primary pokemon health ratio requirement
*
* @param requiredHealthRange the health range to check
* @param minNumberOfPokemon minimum number of pokemon to have the health range
* @param invertQuery if true will invert the query
* @returns
*/
withPrimaryPokemonHealthRatioRequirement(requiredHealthRange: [number, number], minNumberOfPokemon: number = 1, invertQuery: boolean = false): this & Required<Pick<IMysteryEncounter, "primaryPokemonRequirements">> {
return this.withPrimaryPokemonRequirement(new HealthRatioRequirement(requiredHealthRange, minNumberOfPokemon, invertQuery));
}
// TODO: Maybe add an optional parameter for excluding primary pokemon from the support cast?
// ex. if your only grass type pokemon, a snivy, is chosen as primary, if the support pokemon requires a grass type, the event won't trigger because
// it's already been
withSecondaryPokemonRequirement(requirement: EncounterPokemonRequirement, excludePrimaryFromSecondaryRequirements: boolean = false): this & Required<Pick<IMysteryEncounter, "secondaryPokemonRequirements">> {
this.secondaryPokemonRequirements.push(requirement);
this.excludePrimaryFromSupportRequirements = excludePrimaryFromSecondaryRequirements;
return Object.assign(this, { excludePrimaryFromSecondaryRequirements: this.excludePrimaryFromSupportRequirements, secondaryPokemonRequirements: this.secondaryPokemonRequirements });
}
/**
* Can set custom encounter rewards via this callback function
* If rewards are always deterministic for an encounter, this is a good way to set them
*
* NOTE: If rewards are dependent on options selected, runtime data, etc.,
* It may be better to programmatically set doEncounterRewards elsewhere.
* There is a helper function in mystery-encounter utils, setEncounterRewards(), which can be called programmatically to set rewards
* @param doEncounterRewards - synchronous callback function to perform during rewards phase of the encounter
* @returns
*/
withRewards(doEncounterRewards: (scene: BattleScene) => boolean): this & Required<Pick<IMysteryEncounter, "doEncounterRewards">> {
return Object.assign(this, { doEncounterRewards: doEncounterRewards });
}
/**
* Can set custom encounter exp via this callback function
* If exp always deterministic for an encounter, this is a good way to set them
*
* NOTE: If rewards are dependent on options selected, runtime data, etc.,
* It may be better to programmatically set doEncounterExp elsewhere.
* There is a helper function in mystery-encounter utils, setEncounterExp(), which can be called programmatically to set rewards
* @param doEncounterExp - synchronous callback function to perform during rewards phase of the encounter
* @returns
*/
withExp(doEncounterExp: (scene: BattleScene) => boolean): this & Required<Pick<IMysteryEncounter, "doEncounterExp">> {
return Object.assign(this, { doEncounterExp: doEncounterExp });
}
/**
* Can be used to perform init logic before intro visuals are shown and before the MysteryEncounterPhase begins
* Useful for performing things like procedural generation of intro sprites, etc.
*
* @param onInit - synchronous callback function to perform as soon as the encounter is selected for the next phase
* @returns
*/
withOnInit(onInit: (scene: BattleScene) => boolean): this & Required<Pick<IMysteryEncounter, "onInit">> {
return Object.assign(this, { onInit: onInit });
}
/**
* Defines any enemies to use for a battle from the mystery encounter
* @param enemyPartyConfig
* @returns
*/
withEnemyPartyConfig(enemyPartyConfig: EnemyPartyConfig): this & Required<Pick<IMysteryEncounter, "enemyPartyConfigs">> {
this.enemyPartyConfigs.push(enemyPartyConfig);
return Object.assign(this, { enemyPartyConfigs: this.enemyPartyConfigs });
}
/**
* Can set whether catching is allowed or not on the encounter
* This flag can also be programmatically set inside option event functions or elsewhere
* @param catchAllowed - if true, allows enemy pokemon to be caught during the encounter
* @returns
*/
withCatchAllowed(catchAllowed: boolean): this & Required<Pick<IMysteryEncounter, "catchAllowed">> {
return Object.assign(this, { catchAllowed: catchAllowed });
}
/**
* @param hideBattleIntroMessage - if true, will not show the trainerAppeared/wildAppeared/bossAppeared message for an encounter
* @returns
*/
withHideWildIntroMessage(hideBattleIntroMessage: boolean): this & Required<Pick<IMysteryEncounter, "hideBattleIntroMessage">> {
return Object.assign(this, { hideBattleIntroMessage: hideBattleIntroMessage });
}
/**
* @param hideIntroVisuals - if false, will not hide the intro visuals that are displayed at the beginning of encounter
* @returns
*/
withHideIntroVisuals(hideIntroVisuals: boolean): this & Required<Pick<IMysteryEncounter, "hideIntroVisuals">> {
return Object.assign(this, { hideIntroVisuals: hideIntroVisuals });
}
/**
* Add a title for the encounter
*
* @param title - title of the encounter
* @returns
*/
withTitle(title: string) {
const encounterOptionsDialogue = this.dialogue.encounterOptionsDialogue ?? {};
this.dialogue = {
...this.dialogue,
encounterOptionsDialogue: {
...encounterOptionsDialogue,
title,
}
};
return this;
}
/**
* Add a description of the encounter
*
* @param description - description of the encounter
* @returns
*/
withDescription(description: string) {
const encounterOptionsDialogue = this.dialogue.encounterOptionsDialogue ?? {};
this.dialogue = {
...this.dialogue,
encounterOptionsDialogue: {
...encounterOptionsDialogue,
description,
}
};
return this;
}
/**
* Add a query for the encounter
*
* @param query - query to use for the encounter
* @returns
*/
withQuery(query: string) {
const encounterOptionsDialogue = this.dialogue.encounterOptionsDialogue ?? {};
this.dialogue = {
...this.dialogue,
encounterOptionsDialogue: {
...encounterOptionsDialogue,
query,
}
};
return this;
}
/**
* Add outro dialogue/s for the encounter
*
* @param dialogue - outro dialogue/s
* @returns
*/
withOutroDialogue(dialogue: MysteryEncounterDialogue["outro"] = []) {
this.dialogue = {...this.dialogue, outro: dialogue };
return this;
}
/**
* Builds the mystery encounter
*
* @param this - MysteryEncounter
* @returns
*/
build(this: IMysteryEncounter) {
return new IMysteryEncounter(this);
}
}