mirror of
https://github.com/pagefaultgames/pokerogue.git
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638 lines
19 KiB
TypeScript
638 lines
19 KiB
TypeScript
import BattleScene from "./battle-scene";
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import { BiomePoolTier, BiomeTierPokemonPools, PokemonPools, BiomeTierTrainerPools, biomePokemonPools, biomeTrainerPools } from "./data/biomes";
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import { Biome } from "./data/enums/biome";
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import * as Utils from "./utils";
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import PokemonSpecies, { getPokemonSpecies } from "./data/pokemon-species";
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import { Species } from "./data/enums/species";
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import { Weather, WeatherType, getWeatherClearMessage, getWeatherStartMessage } from "./data/weather";
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import { CommonAnimPhase } from "./battle-phases";
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import { CommonAnim } from "./data/battle-anims";
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import { Type } from "./data/type";
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import Move from "./data/move";
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import { ArenaTag, ArenaTagSide, getArenaTag } from "./data/arena-tag";
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import { ArenaTagType } from "./data/enums/arena-tag-type";
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import { GameMode } from "./game-mode";
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import { TrainerType } from "./data/enums/trainer-type";
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import { BattlerIndex } from "./battle";
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import { Moves } from "./data/enums/moves";
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import { TimeOfDay } from "./data/enums/time-of-day";
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const WEATHER_OVERRIDE = WeatherType.NONE;
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export class Arena {
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public scene: BattleScene;
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public biomeType: Biome;
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public weather: Weather;
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public tags: ArenaTag[];
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public bgm: string;
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private lastTimeOfDay: TimeOfDay;
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private pokemonPool: PokemonPools;
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private trainerPool: BiomeTierTrainerPools;
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constructor(scene: BattleScene, biome: Biome, bgm: string) {
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this.scene = scene;
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this.biomeType = biome;
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this.tags = [];
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this.bgm = bgm;
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this.trainerPool = biomeTrainerPools[biome];
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this.updatePoolsForTimeOfDay();
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}
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updatePoolsForTimeOfDay(): void {
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const timeOfDay = this.getTimeOfDay();
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if (timeOfDay !== this.lastTimeOfDay) {
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this.pokemonPool = {};
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for (let tier of Object.keys(biomePokemonPools[this.biomeType]))
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this.pokemonPool[tier] = Object.assign([], biomePokemonPools[this.biomeType][tier][TimeOfDay.ALL]).concat(biomePokemonPools[this.biomeType][tier][timeOfDay]);
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this.lastTimeOfDay = timeOfDay;
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}
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}
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randomSpecies(waveIndex: integer, level: integer, attempt?: integer): PokemonSpecies {
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const isBoss = !!this.scene.getEncounterBossSegments(waveIndex, level) && !!this.pokemonPool[BiomePoolTier.BOSS].length
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&& (this.biomeType !== Biome.END || this.scene.gameMode === GameMode.CLASSIC || waveIndex % 250 === 0);
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const tierValue = Utils.randSeedInt(!isBoss ? 512 : 64);
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let tier = !isBoss
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? tierValue >= 156 ? BiomePoolTier.COMMON : tierValue >= 32 ? BiomePoolTier.UNCOMMON : tierValue >= 6 ? BiomePoolTier.RARE : tierValue >= 1 ? BiomePoolTier.SUPER_RARE : BiomePoolTier.ULTRA_RARE
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: tierValue >= 20 ? BiomePoolTier.BOSS : tierValue >= 6 ? BiomePoolTier.BOSS_RARE : tierValue >= 1 ? BiomePoolTier.BOSS_SUPER_RARE : BiomePoolTier.BOSS_ULTRA_RARE;
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console.log(BiomePoolTier[tier]);
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while (!this.pokemonPool[tier].length) {
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console.log(`Downgraded rarity tier from ${BiomePoolTier[tier]} to ${BiomePoolTier[tier - 1]}`);
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tier--;
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}
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const tierPool = this.pokemonPool[tier];
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let ret: PokemonSpecies;
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let regen = false;
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if (!tierPool.length)
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ret = this.scene.randomSpecies(waveIndex, level);
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else {
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const entry = tierPool[Utils.randSeedInt(tierPool.length)];
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let species: Species;
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if (typeof entry === 'number')
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species = entry as Species;
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else {
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const levelThresholds = Object.keys(entry);
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for (let l = levelThresholds.length - 1; l >= 0; l--) {
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const levelThreshold = parseInt(levelThresholds[l]);
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if (level >= levelThreshold) {
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const speciesIds = entry[levelThreshold];
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if (speciesIds.length > 1)
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species = speciesIds[Utils.randSeedInt(speciesIds.length)];
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else
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species = speciesIds[0];
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break;
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}
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}
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}
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ret = getPokemonSpecies(species);
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if (ret.pseudoLegendary || ret.legendary || ret.mythical) {
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switch (true) {
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case (ret.baseTotal >= 720):
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regen = level < 90;
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break;
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case (ret.baseTotal >= 670):
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regen = level < 70;
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break;
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case (ret.baseTotal >= 580):
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regen = level < 50;
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break;
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default:
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regen = level < 30;
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break;
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}
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}
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}
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if (regen && (attempt || 0) < 10) {
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console.log('Incompatible level: regenerating...');
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return this.randomSpecies(waveIndex, level, (attempt || 0) + 1);
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}
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const newSpeciesId = ret.getSpeciesForLevel(level, true, false, isBoss);
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if (newSpeciesId !== ret.speciesId) {
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console.log('Replaced', Species[ret.speciesId], 'with', Species[newSpeciesId]);
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ret = getPokemonSpecies(newSpeciesId);
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}
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return ret;
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}
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randomTrainerType(waveIndex: integer): TrainerType {
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const isBoss = (waveIndex % 30) === 20 && !!this.trainerPool[BiomePoolTier.BOSS].length
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&& (this.biomeType !== Biome.END || this.scene.gameMode === GameMode.CLASSIC || waveIndex % 250 === 0);
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const tierValue = Utils.randSeedInt(!isBoss ? 512 : 64);
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let tier = !isBoss
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? tierValue >= 156 ? BiomePoolTier.COMMON : tierValue >= 32 ? BiomePoolTier.UNCOMMON : tierValue >= 6 ? BiomePoolTier.RARE : tierValue >= 1 ? BiomePoolTier.SUPER_RARE : BiomePoolTier.ULTRA_RARE
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: tierValue >= 20 ? BiomePoolTier.BOSS : tierValue >= 6 ? BiomePoolTier.BOSS_RARE : tierValue >= 1 ? BiomePoolTier.BOSS_SUPER_RARE : BiomePoolTier.BOSS_ULTRA_RARE;
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console.log(BiomePoolTier[tier]);
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while (tier && !this.trainerPool[tier].length) {
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console.log(`Downgraded trainer rarity tier from ${BiomePoolTier[tier]} to ${BiomePoolTier[tier - 1]}`);
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tier--;
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}
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const tierPool = this.trainerPool[tier] || [];
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return !tierPool.length ? TrainerType.BREEDER : tierPool[Utils.randSeedInt(tierPool.length)];
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}
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getSpeciesFormIndex(species: PokemonSpecies): integer {
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switch (species.speciesId) {
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case Species.BURMY:
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case Species.WORMADAM:
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switch (this.biomeType) {
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case Biome.BEACH:
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return 1;
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case Biome.SLUM:
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return 2;
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}
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break;
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case Species.SCATTERBUG:
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case Species.SPEWPA:
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case Species.VIVILLON:
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return 0;
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case Species.LYCANROC:
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const timeOfDay = this.getTimeOfDay();
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switch (timeOfDay) {
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case TimeOfDay.DAY:
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case TimeOfDay.DAWN:
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return 0;
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case TimeOfDay.DUSK:
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return 2;
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case TimeOfDay.NIGHT:
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return 1;
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}
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case Species.CALYREX:
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switch (this.biomeType) {
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case Biome.SNOWY_FOREST:
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return 1;
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case Biome.GRAVEYARD:
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return 2;
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}
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break;
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}
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return 0;
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}
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getTypeForBiome() {
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switch (this.biomeType) {
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case Biome.TOWN:
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case Biome.PLAINS:
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case Biome.METROPOLIS:
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return Type.NORMAL;
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case Biome.GRASS:
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case Biome.TALL_GRASS:
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return Type.GRASS;
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case Biome.FOREST:
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return Type.BUG;
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case Biome.SLUM:
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case Biome.SWAMP:
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return Type.POISON;
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case Biome.SEA:
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case Biome.BEACH:
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case Biome.LAKE:
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case Biome.SEABED:
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return Type.WATER;
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case Biome.MOUNTAIN:
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return Type.FLYING;
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case Biome.BADLANDS:
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return Type.GROUND;
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case Biome.CAVE:
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case Biome.DESERT:
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return Type.ROCK;
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case Biome.ICE_CAVE:
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case Biome.SNOWY_FOREST:
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return Type.ICE;
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case Biome.MEADOW:
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case Biome.FAIRY_CAVE:
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case Biome.ISLAND:
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return Type.FAIRY;
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case Biome.POWER_PLANT:
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return Type.ELECTRIC;
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case Biome.VOLCANO:
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return Type.FIRE;
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case Biome.GRAVEYARD:
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case Biome.TEMPLE:
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return Type.GHOST;
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case Biome.DOJO:
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return Type.FIGHTING;
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case Biome.FACTORY:
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return Type.STEEL;
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case Biome.RUINS:
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case Biome.SPACE:
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return Type.PSYCHIC;
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case Biome.WASTELAND:
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case Biome.END:
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return Type.DRAGON;
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case Biome.ABYSS:
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return Type.DARK;
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}
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}
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trySetWeatherOverride(weather: WeatherType): boolean {
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this.weather = new Weather(weather, 0);
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this.scene.unshiftPhase(new CommonAnimPhase(this.scene, undefined, undefined, CommonAnim.SUNNY + (weather - 1)));
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this.scene.queueMessage(getWeatherStartMessage(weather));
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return true
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}
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trySetWeather(weather: WeatherType, viaMove: boolean): boolean {
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// override hook for debugging
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if (WEATHER_OVERRIDE) {
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return this.trySetWeatherOverride(WEATHER_OVERRIDE);
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}
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if (this.weather?.weatherType === (weather || undefined))
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return false;
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const oldWeatherType = this.weather?.weatherType || WeatherType.NONE;
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this.weather = weather ? new Weather(weather, viaMove ? 5 : 0) : null;
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if (this.weather) {
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this.scene.unshiftPhase(new CommonAnimPhase(this.scene, undefined, undefined, CommonAnim.SUNNY + (weather - 1)));
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this.scene.queueMessage(getWeatherStartMessage(weather));
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} else
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this.scene.queueMessage(getWeatherClearMessage(oldWeatherType));
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return true;
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}
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isMoveWeatherCancelled(move: Move) {
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return this.weather && !this.weather.isEffectSuppressed(this.scene) && this.weather.isMoveWeatherCancelled(move);
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}
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getAttackTypeMultiplier(attackType: Type): number {
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if (!this.weather || this.weather.isEffectSuppressed(this.scene))
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return 1;
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return this.weather.getAttackTypeMultiplier(attackType);
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}
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getTrainerChance(): integer {
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switch (this.biomeType) {
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case Biome.METROPOLIS:
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return 2;
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case Biome.SLUM:
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case Biome.BEACH:
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case Biome.DOJO:
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case Biome.CONSTRUCTION_SITE:
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return 4;
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case Biome.PLAINS:
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case Biome.GRASS:
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case Biome.LAKE:
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case Biome.CAVE:
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return 6;
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case Biome.TALL_GRASS:
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case Biome.FOREST:
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case Biome.SEA:
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case Biome.SWAMP:
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case Biome.MOUNTAIN:
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case Biome.BADLANDS:
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case Biome.DESERT:
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case Biome.MEADOW:
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case Biome.POWER_PLANT:
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case Biome.GRAVEYARD:
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case Biome.FACTORY:
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case Biome.SNOWY_FOREST:
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return 8;
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case Biome.ICE_CAVE:
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case Biome.VOLCANO:
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case Biome.RUINS:
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case Biome.WASTELAND:
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case Biome.JUNGLE:
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case Biome.FAIRY_CAVE:
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return 12;
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case Biome.SEABED:
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case Biome.ABYSS:
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case Biome.SPACE:
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case Biome.TEMPLE:
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return 16;
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default:
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return 0;
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}
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}
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getTimeOfDay(): TimeOfDay {
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switch (this.biomeType) {
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case Biome.ABYSS:
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return TimeOfDay.NIGHT;
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}
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const waveCycle = ((this.scene.currentBattle?.waveIndex || 0) + this.scene.getWaveCycleOffset()) % 40;
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if (waveCycle < 15)
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return TimeOfDay.DAY;
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if (waveCycle < 20)
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return TimeOfDay.DUSK;
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if (waveCycle < 35)
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return TimeOfDay.NIGHT;
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return TimeOfDay.DAWN;
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}
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isOutside(): boolean {
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switch (this.biomeType) {
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case Biome.SEABED:
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case Biome.CAVE:
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case Biome.ICE_CAVE:
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case Biome.POWER_PLANT:
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case Biome.DOJO:
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case Biome.FACTORY:
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case Biome.ABYSS:
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case Biome.FAIRY_CAVE:
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case Biome.TEMPLE:
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case Biome.LABORATORY:
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return false;
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default:
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return true;
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}
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}
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getDayTint(): [integer, integer, integer] {
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switch (this.biomeType) {
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case Biome.ABYSS:
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return [ 64, 64, 64 ];
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default:
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return [ 128, 128, 128 ];
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}
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}
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getDuskTint(): [integer, integer, integer] {
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if (!this.isOutside())
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return [ 0, 0, 0 ];
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switch (this.biomeType) {
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default:
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return [ 98, 48, 73 ].map(c => Math.round((c + 128) / 2)) as [integer, integer, integer];
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}
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}
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getNightTint(): [integer, integer, integer] {
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switch (this.biomeType) {
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case Biome.ABYSS:
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case Biome.SPACE:
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case Biome.END:
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return this.getDayTint();
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}
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if (!this.isOutside())
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return [ 64, 64, 64 ];
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switch (this.biomeType) {
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default:
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return [ 48, 48, 98 ];
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}
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}
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applyTagsForSide(tagType: ArenaTagType | { new(...args: any[]): ArenaTag }, side: ArenaTagSide, ...args: any[]): void {
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let tags = typeof tagType === 'string'
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? this.tags.filter(t => t.tagType === tagType)
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: this.tags.filter(t => t instanceof tagType);
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if (side !== ArenaTagSide.BOTH)
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tags = tags.filter(t => t.side === side);
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tags.forEach(t => t.apply(this, args));
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}
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applyTags(tagType: ArenaTagType | { new(...args: any[]): ArenaTag }, ...args: any[]): void {
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this.applyTagsForSide(tagType, ArenaTagSide.BOTH, args);
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}
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addTag(tagType: ArenaTagType, turnCount: integer, sourceMove: Moves, sourceId: integer, side: ArenaTagSide = ArenaTagSide.BOTH, targetIndex?: BattlerIndex): boolean {
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const existingTag = this.getTag(tagType);
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if (existingTag) {
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existingTag.onOverlap(this);
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return false;
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}
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const newTag = getArenaTag(tagType, turnCount || 0, sourceMove, sourceId, targetIndex, side);
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this.tags.push(newTag);
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newTag.onAdd(this);
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return true;
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}
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getTag(tagType: ArenaTagType | { new(...args: any[]): ArenaTag }): ArenaTag {
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return this.getTagOnSide(tagType, ArenaTagSide.BOTH);
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}
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getTagOnSide(tagType: ArenaTagType | { new(...args: any[]): ArenaTag }, side: ArenaTagSide): ArenaTag {
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return typeof(tagType) === 'string'
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? this.tags.find(t => t.tagType === tagType && (t.side === ArenaTagSide.BOTH || t.side === side))
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: this.tags.find(t => t instanceof tagType && (t.side === ArenaTagSide.BOTH || t.side === side));
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}
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lapseTags(): void {
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const tags = this.tags;
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tags.filter(t => !(t.lapse(this))).forEach(t => {
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t.onRemove(this);
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tags.splice(tags.indexOf(t), 1);
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});
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}
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removeAllTags(): void {
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for (let t of this.tags) {
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t.onRemove(this);
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this.tags.splice(this.tags.indexOf(t), 1);
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}
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}
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preloadBgm(): void {
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this.scene.loadBgm(this.bgm);
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}
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getBgmLoopPoint(): number {
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switch (this.biomeType) {
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case Biome.TOWN:
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return 7.288;
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case Biome.PLAINS:
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return 7.693;
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case Biome.GRASS:
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return 1.995;
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case Biome.TALL_GRASS:
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return 9.608;
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case Biome.METROPOLIS:
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return 4.867;
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case Biome.FOREST:
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return 4.294;
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case Biome.SEA:
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return 1.672;
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case Biome.SWAMP:
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return 4.461;
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case Biome.BEACH:
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return 3.462;
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case Biome.LAKE:
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return 5.350;
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case Biome.SEABED:
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return 2.629;
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case Biome.MOUNTAIN:
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return 4.018;
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case Biome.BADLANDS:
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return 17.790;
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case Biome.CAVE:
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return 14.240;
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case Biome.DESERT:
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return 1.143;
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case Biome.ICE_CAVE:
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return 15.010;
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case Biome.MEADOW:
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return 3.891;
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case Biome.POWER_PLANT:
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return 2.810;
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case Biome.VOLCANO:
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return 5.116;
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case Biome.GRAVEYARD:
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return 3.232;
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case Biome.DOJO:
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return 6.205;
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case Biome.FACTORY:
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return 4.985;
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case Biome.RUINS:
|
|
return 2.270;
|
|
case Biome.WASTELAND:
|
|
return 6.336;
|
|
case Biome.ABYSS:
|
|
return 5.130;
|
|
case Biome.SPACE:
|
|
return 21.347;
|
|
case Biome.CONSTRUCTION_SITE:
|
|
return 1.222;
|
|
case Biome.JUNGLE:
|
|
return 2.477;
|
|
case Biome.FAIRY_CAVE:
|
|
return 4.542;
|
|
case Biome.TEMPLE:
|
|
return 2.547;
|
|
case Biome.ISLAND:
|
|
return 2.751;
|
|
case Biome.LABORATORY:
|
|
return 0.797;
|
|
case Biome.SLUM:
|
|
return 1.221;
|
|
case Biome.SNOWY_FOREST:
|
|
return 3.047;
|
|
}
|
|
}
|
|
}
|
|
|
|
export function getBiomeKey(biome: Biome): string {
|
|
switch (biome) {
|
|
case Biome.POWER_PLANT:
|
|
return 'ruins';
|
|
case Biome.METROPOLIS:
|
|
return 'slum';
|
|
case Biome.JUNGLE:
|
|
return 'tall_grass';
|
|
case Biome.ISLAND:
|
|
return 'beach';
|
|
}
|
|
return Biome[biome].toLowerCase();
|
|
}
|
|
|
|
export function getBiomeHasProps(biomeType: Biome): boolean {
|
|
switch (biomeType) {
|
|
case Biome.BEACH:
|
|
case Biome.LAKE:
|
|
case Biome.SEABED:
|
|
case Biome.MOUNTAIN:
|
|
case Biome.BADLANDS:
|
|
case Biome.CAVE:
|
|
case Biome.DESERT:
|
|
case Biome.ICE_CAVE:
|
|
case Biome.MEADOW:
|
|
case Biome.VOLCANO:
|
|
case Biome.GRAVEYARD:
|
|
case Biome.FACTORY:
|
|
case Biome.RUINS:
|
|
case Biome.WASTELAND:
|
|
case Biome.ABYSS:
|
|
case Biome.CONSTRUCTION_SITE:
|
|
case Biome.FAIRY_CAVE:
|
|
case Biome.TEMPLE:
|
|
case Biome.LABORATORY:
|
|
case Biome.END:
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
export class ArenaBase extends Phaser.GameObjects.Container {
|
|
public player: boolean;
|
|
public biome: Biome;
|
|
public propValue: integer;
|
|
public base: Phaser.GameObjects.Sprite;
|
|
public props: Phaser.GameObjects.Sprite[];
|
|
|
|
constructor(scene: BattleScene, player: boolean) {
|
|
super(scene, 0, 0);
|
|
|
|
this.player = player;
|
|
|
|
this.base = scene.addFieldSprite(0, 0, 'plains_a');
|
|
this.base.setOrigin(0, 0);
|
|
|
|
this.props = !player ?
|
|
new Array(3).fill(null).map(() => {
|
|
const ret = scene.addFieldSprite(0, 0, 'plains_b');
|
|
ret.setOrigin(0, 0);
|
|
ret.setVisible(false);
|
|
return ret;
|
|
}) : [];
|
|
}
|
|
|
|
setBiome(biome: Biome, propValue?: integer): void {
|
|
if (this.biome === biome)
|
|
return;
|
|
|
|
const hasProps = getBiomeHasProps(biome);
|
|
const biomeKey = getBiomeKey(biome);
|
|
const baseKey = `${biomeKey}_${this.player ? 'a' : 'b'}`;
|
|
|
|
this.base.setTexture(baseKey);
|
|
|
|
if (this.base.texture.frameTotal > 1) {
|
|
const baseFrameNames = this.scene.anims.generateFrameNames(baseKey, { zeroPad: 4, suffix: ".png", start: 1, end: this.base.texture.frameTotal - 1 });
|
|
this.scene.anims.create({
|
|
key: baseKey,
|
|
frames: baseFrameNames,
|
|
frameRate: 12,
|
|
repeat: -1
|
|
});
|
|
this.base.play(baseKey);
|
|
} else
|
|
this.base.stop();
|
|
|
|
this.add(this.base);
|
|
|
|
if (!this.player) {
|
|
(this.scene as BattleScene).executeWithSeedOffset(() => {
|
|
this.propValue = propValue === undefined
|
|
? hasProps ? Utils.randSeedInt(8) : 0
|
|
: propValue;
|
|
this.props.forEach((prop, p) => {
|
|
const propKey = `${biomeKey}_b${hasProps ? `_${p + 1}` : ''}`;
|
|
prop.setTexture(propKey);
|
|
|
|
if (hasProps && prop.texture.frameTotal > 1) {
|
|
const propFrameNames = this.scene.anims.generateFrameNames(propKey, { zeroPad: 4, suffix: ".png", start: 1, end: prop.texture.frameTotal - 1 });
|
|
this.scene.anims.create({
|
|
key: propKey,
|
|
frames: propFrameNames,
|
|
frameRate: 12,
|
|
repeat: -1
|
|
});
|
|
prop.play(propKey);
|
|
} else
|
|
prop.stop();
|
|
|
|
prop.setVisible(hasProps && !!(this.propValue & (1 << p)));
|
|
this.add(prop);
|
|
});
|
|
}, (this.scene as BattleScene).currentBattle?.waveIndex || 0);
|
|
}
|
|
}
|
|
} |