mirror of
https://github.com/pagefaultgames/pokerogue.git
synced 2025-04-01 15:40:23 +01:00
121 lines
4.3 KiB
TypeScript
121 lines
4.3 KiB
TypeScript
import { Button } from "#app/enums/buttons";
|
|
import { CommandPhase, MessagePhase, VictoryPhase } from "#app/phases";
|
|
import { MysteryEncounterPhase, MysteryEncounterRewardsPhase } from "#app/phases/mystery-encounter-phases";
|
|
import MysteryEncounterUiHandler from "#app/ui/mystery-encounter-ui-handler";
|
|
import { Mode } from "#app/ui/ui";
|
|
import GameManager from "../utils/gameManager";
|
|
import MessageUiHandler from "#app/ui/message-ui-handler";
|
|
import { Status, StatusEffect } from "#app/data/status-effect";
|
|
|
|
/**
|
|
* Runs a MysteryEncounter to either the start of a battle, or to the MysteryEncounterRewardsPhase, depending on the option selected
|
|
* @param game
|
|
* @param optionNo - human number, not index
|
|
* @param isBattle - if selecting option should lead to battle, set to true
|
|
*/
|
|
export async function runMysteryEncounterToEnd(game: GameManager, optionNo: number, isBattle: boolean = false) {
|
|
await runSelectMysteryEncounterOption(game, optionNo, isBattle);
|
|
|
|
// run the selected options phase
|
|
game.onNextPrompt("MysteryEncounterOptionSelectedPhase", Mode.MESSAGE, () => {
|
|
const uiHandler = game.scene.ui.getHandler<MysteryEncounterUiHandler>();
|
|
uiHandler.processInput(Button.ACTION);
|
|
});
|
|
|
|
// If a battle is started, fast forward to end of the battle
|
|
game.onNextPrompt("CommandPhase", Mode.COMMAND, () => {
|
|
game.scene.clearPhaseQueue();
|
|
game.scene.clearPhaseQueueSplice();
|
|
game.scene.unshiftPhase(new VictoryPhase(game.scene, 0));
|
|
game.endPhase();
|
|
});
|
|
|
|
// Handle end of battle trainer messages
|
|
game.onNextPrompt("TrainerVictoryPhase", Mode.MESSAGE, () => {
|
|
const uiHandler = game.scene.ui.getHandler<MessageUiHandler>();
|
|
uiHandler.processInput(Button.ACTION);
|
|
});
|
|
|
|
// Handle egg hatch dialogue
|
|
game.onNextPrompt("EggLapsePhase", Mode.MESSAGE, () => {
|
|
const uiHandler = game.scene.ui.getHandler<MessageUiHandler>();
|
|
uiHandler.processInput(Button.ACTION);
|
|
});
|
|
|
|
// Handle modifier reward dialogue
|
|
game.onNextPrompt("ModifierRewardPhase", Mode.MESSAGE, () => {
|
|
const uiHandler = game.scene.ui.getHandler<MessageUiHandler>();
|
|
uiHandler.processInput(Button.ACTION);
|
|
});
|
|
|
|
game.onNextPrompt("SelectModifier", Mode.MODIFIER_SELECT, () => {
|
|
const uiHandler = game.scene.ui.getHandler<MessageUiHandler>();
|
|
uiHandler.processInput(Button.ACTION);
|
|
});
|
|
|
|
if (isBattle) {
|
|
await game.phaseInterceptor.to(CommandPhase);
|
|
} else {
|
|
await game.phaseInterceptor.to(MysteryEncounterRewardsPhase);
|
|
}
|
|
}
|
|
|
|
export async function runSelectMysteryEncounterOption(game: GameManager, optionNo: number, isBattle: boolean = false) {
|
|
// Handle any eventual queued messages (e.g. weather phase, etc.)
|
|
game.onNextPrompt("MessagePhase", Mode.MESSAGE, () => {
|
|
const uiHandler = game.scene.ui.getHandler<MessageUiHandler>();
|
|
uiHandler.processInput(Button.ACTION);
|
|
});
|
|
|
|
if (game.isCurrentPhase(MessagePhase)) {
|
|
await game.phaseInterceptor.run(MessagePhase);
|
|
}
|
|
|
|
// dispose of intro messages
|
|
game.onNextPrompt("MysteryEncounterPhase", Mode.MESSAGE, () => {
|
|
const uiHandler = game.scene.ui.getHandler<MysteryEncounterUiHandler>();
|
|
uiHandler.processInput(Button.ACTION);
|
|
});
|
|
|
|
await game.phaseInterceptor.to(MysteryEncounterPhase, true);
|
|
|
|
// select the desired option
|
|
const uiHandler = game.scene.ui.getHandler<MysteryEncounterUiHandler>();
|
|
uiHandler.unblockInput(); // input are blocked by 1s to prevent accidental input. Tests need to handle that
|
|
|
|
switch (optionNo) {
|
|
case 1:
|
|
// no movement needed. Default cursor position
|
|
break;
|
|
case 2:
|
|
uiHandler.processInput(Button.RIGHT);
|
|
break;
|
|
case 3:
|
|
uiHandler.processInput(Button.DOWN);
|
|
break;
|
|
case 4:
|
|
uiHandler.processInput(Button.RIGHT);
|
|
uiHandler.processInput(Button.DOWN);
|
|
break;
|
|
}
|
|
|
|
uiHandler.processInput(Button.ACTION);
|
|
}
|
|
|
|
/**
|
|
* For any MysteryEncounter that has a battle, can call this to skip battle and proceed to MysteryEncounterRewardsPhase
|
|
* @param game
|
|
*/
|
|
export async function skipBattleRunMysteryEncounterRewardsPhase(game: GameManager) {
|
|
game.scene.clearPhaseQueue();
|
|
game.scene.clearPhaseQueueSplice();
|
|
game.scene.getEnemyParty().forEach(p => {
|
|
p.hp = 0;
|
|
p.status = new Status(StatusEffect.FAINT);
|
|
game.scene.field.remove(p);
|
|
});
|
|
game.scene.pushPhase(new VictoryPhase(game.scene, 0));
|
|
game.phaseInterceptor.superEndPhase();
|
|
await game.phaseInterceptor.to(MysteryEncounterRewardsPhase, true);
|
|
}
|