mirror of
https://github.com/pagefaultgames/pokerogue.git
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83c70889fc
Implement trainer battles; add dialogue functionality; add random session seed for predictable random results; remove capitalization from text; add full party heal after every 10 waves
331 lines
8.8 KiB
TypeScript
331 lines
8.8 KiB
TypeScript
import { Biome } from "./biome";
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import { getPokemonMessage } from "../messages";
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import Pokemon from "../pokemon";
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import { Type } from "./type";
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import Move, { AttackMove } from "./move";
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import * as Utils from "../utils";
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import BattleScene from "../battle-scene";
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import { SuppressWeatherEffectAbAttr, applyPreWeatherEffectAbAttrs } from "./ability";
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export enum WeatherType {
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NONE,
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SUNNY,
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RAIN,
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SANDSTORM,
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HAIL,
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FOG,
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HEAVY_RAIN,
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HARSH_SUN,
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STRONG_WINDS
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}
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export class Weather {
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public weatherType: WeatherType;
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public turnsLeft: integer;
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constructor(weatherType: WeatherType, turnsLeft?: integer) {
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this.weatherType = weatherType;
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this.turnsLeft = turnsLeft || 0;
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}
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lapse(): boolean {
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if (this.turnsLeft)
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return !!--this.turnsLeft;
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return true;
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}
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isImmutable(): boolean {
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switch (this.weatherType) {
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case WeatherType.HEAVY_RAIN:
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case WeatherType.HARSH_SUN:
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case WeatherType.STRONG_WINDS:
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return true;
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}
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return false;
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}
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isDamaging(): boolean {
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switch (this.weatherType) {
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case WeatherType.SANDSTORM:
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case WeatherType.HAIL:
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return true;
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}
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return false;
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}
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isTypeDamageImmune(type: Type): boolean {
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switch (this.weatherType) {
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case WeatherType.SANDSTORM:
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return type === Type.GROUND || type === Type.ROCK || type === Type.STEEL;
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case WeatherType.HAIL:
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return type === Type.ICE;
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}
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return false;
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}
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getAttackTypeMultiplier(attackType: Type): number {
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switch (this.weatherType) {
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case WeatherType.SUNNY:
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case WeatherType.HARSH_SUN:
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if (attackType === Type.FIRE)
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return 1.5;
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if (attackType === Type.WATER)
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return 0.5;
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break;
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case WeatherType.RAIN:
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case WeatherType.HEAVY_RAIN:
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if (attackType === Type.FIRE)
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return 0.5;
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if (attackType === Type.WATER)
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return 1.5;
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break;
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}
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return 1;
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}
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isMoveWeatherCancelled(move: Move): boolean {
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switch (this.weatherType) {
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case WeatherType.HARSH_SUN:
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return move instanceof AttackMove && move.type === Type.WATER;
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case WeatherType.HEAVY_RAIN:
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return move instanceof AttackMove && move.type === Type.FIRE;
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}
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return false;
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}
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isEffectSuppressed(scene: BattleScene): boolean {
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const field = scene.getField().filter(p => p);
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for (let pokemon of field) {
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const suppressWeatherEffectAbAttr = pokemon.getAbility().getAttrs(SuppressWeatherEffectAbAttr).find(() => true) as SuppressWeatherEffectAbAttr;
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if (suppressWeatherEffectAbAttr && (!this.isImmutable() || suppressWeatherEffectAbAttr.affectsImmutable))
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return true;
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}
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return false;
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}
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}
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export function getWeatherStartMessage(weatherType: WeatherType) {
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switch (weatherType) {
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case WeatherType.SUNNY:
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return 'The sunlight got bright!';
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case WeatherType.RAIN:
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return 'A downpour started!';
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case WeatherType.SANDSTORM:
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return 'A sandstorm brewed!';
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case WeatherType.HAIL:
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return 'It started to hail!';
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case WeatherType.FOG:
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return 'A thick fog emerged!'
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case WeatherType.HEAVY_RAIN:
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return 'A heavy downpour started!'
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case WeatherType.HARSH_SUN:
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return 'The sunlight got hot!'
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case WeatherType.STRONG_WINDS:
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return 'A heavy wind began!';
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}
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return null;
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}
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export function getWeatherLapseMessage(weatherType: WeatherType) {
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switch (weatherType) {
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case WeatherType.SUNNY:
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return 'The sunlight is strong.';
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case WeatherType.RAIN:
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return 'The downpour continues.';
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case WeatherType.SANDSTORM:
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return 'The sandstorm rages.';
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case WeatherType.HAIL:
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return 'Hail continues to fall.';
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case WeatherType.FOG:
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return 'The fog continues.';
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case WeatherType.HEAVY_RAIN:
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return 'The heavy downpour continues.'
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case WeatherType.HARSH_SUN:
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return 'The sun is scorching hot.'
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case WeatherType.STRONG_WINDS:
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return 'The wind blows intensely.';
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}
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return null;
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}
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export function getWeatherDamageMessage(weatherType: WeatherType, pokemon: Pokemon) {
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switch (weatherType) {
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case WeatherType.SANDSTORM:
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return getPokemonMessage(pokemon, ' is buffeted\nby the sandstorm!');
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case WeatherType.HAIL:
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return getPokemonMessage(pokemon, ' is pelted\nby the hail!');
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}
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return null;
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}
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export function getWeatherClearMessage(weatherType: WeatherType) {
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switch (weatherType) {
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case WeatherType.SUNNY:
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return 'The sunlight faded.';
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case WeatherType.RAIN:
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return 'The rain stopped.';
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case WeatherType.SANDSTORM:
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return 'The sandstorm subsided.';
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case WeatherType.HAIL:
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return 'The hail stopped.';
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case WeatherType.FOG:
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return 'The fog disappeared.'
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case WeatherType.HEAVY_RAIN:
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return 'The heavy rain stopped.'
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case WeatherType.HARSH_SUN:
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return 'The harsh sunlight faded.'
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case WeatherType.STRONG_WINDS:
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return 'The heavy wind stopped.';
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}
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return null;
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}
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interface WeatherPoolEntry {
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weatherType: WeatherType;
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weight: integer;
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}
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export function getRandomWeatherType(biome: Biome): WeatherType {
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let weatherPool: WeatherPoolEntry[] = [];
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switch (biome) {
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case Biome.GRASS:
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weatherPool = [
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{ weatherType: WeatherType.NONE, weight: 7 },
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{ weatherType: WeatherType.SUNNY, weight: 3 }
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];
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break;
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case Biome.TALL_GRASS:
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weatherPool = [
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{ weatherType: WeatherType.SUNNY, weight: 8 },
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{ weatherType: WeatherType.RAIN, weight: 5 },
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{ weatherType: WeatherType.FOG, weight: 2 }
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];
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break;
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case Biome.FOREST:
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weatherPool = [
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{ weatherType: WeatherType.NONE, weight: 8 },
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{ weatherType: WeatherType.RAIN, weight: 5 },
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{ weatherType: WeatherType.HEAVY_RAIN, weight: 2 }
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];
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break;
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case Biome.SEA:
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weatherPool = [
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{ weatherType: WeatherType.NONE, weight: 3 },
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{ weatherType: WeatherType.RAIN, weight: 7 },
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{ weatherType: WeatherType.HEAVY_RAIN, weight: 5 }
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];
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break;
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case Biome.SWAMP:
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weatherPool = [
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{ weatherType: WeatherType.NONE, weight: 2 },
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{ weatherType: WeatherType.RAIN, weight: 5 },
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{ weatherType: WeatherType.FOG, weight: 8 }
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];
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break;
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case Biome.BEACH:
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weatherPool = [
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{ weatherType: WeatherType.NONE, weight: 5 },
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{ weatherType: WeatherType.SUNNY, weight: 8 },
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{ weatherType: WeatherType.RAIN, weight: 2 }
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];
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break;
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case Biome.LAKE:
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weatherPool = [
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{ weatherType: WeatherType.NONE, weight: 10 },
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{ weatherType: WeatherType.RAIN, weight: 5 },
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{ weatherType: WeatherType.FOG, weight: 3 },
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{ weatherType: WeatherType.HEAVY_RAIN, weight: 2 }
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];
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break;
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case Biome.SEABED:
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weatherPool = [
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{ weatherType: WeatherType.HEAVY_RAIN, weight: 1 }
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];
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break;
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case Biome.MOUNTAIN:
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weatherPool = [
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{ weatherType: WeatherType.STRONG_WINDS, weight: 1 }
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];
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break;
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case Biome.BADLANDS:
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weatherPool = [
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{ weatherType: WeatherType.NONE, weight: 8 },
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{ weatherType: WeatherType.SUNNY, weight: 3 },
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{ weatherType: WeatherType.SANDSTORM, weight: 2 },
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{ weatherType: WeatherType.HARSH_SUN, weight: 5 }
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];
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break;
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case Biome.DESERT:
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weatherPool = [
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{ weatherType: WeatherType.SANDSTORM, weight: 1 },
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{ weatherType: WeatherType.HARSH_SUN, weight: 1 }
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];
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break;
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case Biome.ICE_CAVE:
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weatherPool = [
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{ weatherType: WeatherType.HAIL, weight: 1 }
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];
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break;
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case Biome.MEADOW:
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weatherPool = [
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{ weatherType: WeatherType.SUNNY, weight: 1 }
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];
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case Biome.VOLCANO:
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weatherPool = [
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{ weatherType: WeatherType.HARSH_SUN, weight: 1 }
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];
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break;
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case Biome.GRAVEYARD:
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weatherPool = [
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{ weatherType: WeatherType.FOG, weight: 1 }
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];
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break;
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case Biome.RUINS:
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weatherPool = [
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{ weatherType: WeatherType.NONE, weight: 4 },
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{ weatherType: WeatherType.FOG, weight: 1 }
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];
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break;
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case Biome.WASTELAND:
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weatherPool = [
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{ weatherType: WeatherType.NONE, weight: 4 },
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{ weatherType: WeatherType.FOG, weight: 1 }
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];
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break;
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case Biome.ABYSS:
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weatherPool = [
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{ weatherType: WeatherType.NONE, weight: 4 },
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{ weatherType: WeatherType.FOG, weight: 1 }
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];
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break;
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}
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if (weatherPool.length > 1) {
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let totalWeight = 0;
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weatherPool.forEach(w => totalWeight += w.weight);
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const rand = Utils.randSeedInt(totalWeight);
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let w = 0;
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for (let weather of weatherPool) {
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w += weather.weight;
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if (rand < w)
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return weather.weatherType;
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}
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}
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return weatherPool.length
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? weatherPool[0].weatherType
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: WeatherType.NONE;
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} |