mirror of
https://github.com/pagefaultgames/pokerogue.git
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1052 lines
42 KiB
TypeScript
1052 lines
42 KiB
TypeScript
import Battle, { BattlerIndex, BattleType } from "#app/battle";
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import { biomeLinks, BiomePoolTier } from "#app/data/biomes";
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import MysteryEncounterOption from "#app/data/mystery-encounters/mystery-encounter-option";
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import { AVERAGE_ENCOUNTERS_PER_RUN_TARGET, WEIGHT_INCREMENT_ON_SPAWN_MISS } from "#app/data/mystery-encounters/mystery-encounters";
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import { showEncounterText } from "#app/data/mystery-encounters/utils/encounter-dialogue-utils";
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import Pokemon, { FieldPosition, PlayerPokemon, PokemonMove, PokemonSummonData } from "#app/field/pokemon";
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import { CustomModifierSettings, ModifierPoolType, ModifierType, ModifierTypeGenerator, ModifierTypeOption, modifierTypes, regenerateModifierPoolThresholds } from "#app/modifier/modifier-type";
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import { MysteryEncounterBattlePhase, MysteryEncounterBattleStartCleanupPhase, MysteryEncounterPhase, MysteryEncounterRewardsPhase } from "#app/phases/mystery-encounter-phases";
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import PokemonData from "#app/system/pokemon-data";
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import { OptionSelectConfig, OptionSelectItem } from "#app/ui/abstact-option-select-ui-handler";
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import { PartyOption, PartyUiMode, PokemonSelectFilter } from "#app/ui/party-ui-handler";
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import { Mode } from "#app/ui/ui";
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import * as Utils from "#app/utils";
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import { isNullOrUndefined } from "#app/utils";
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import { BattlerTagType } from "#enums/battler-tag-type";
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import { Biome } from "#enums/biome";
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import { TrainerType } from "#enums/trainer-type";
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import i18next from "i18next";
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import BattleScene from "#app/battle-scene";
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import Trainer, { TrainerVariant } from "#app/field/trainer";
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import { Gender } from "#app/data/gender";
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import { Nature } from "#app/data/nature";
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import { Moves } from "#enums/moves";
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import { initMoveAnim, loadMoveAnimAssets } from "#app/data/battle-anims";
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import { MysteryEncounterMode } from "#enums/mystery-encounter-mode";
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import { Status, StatusEffect } from "#app/data/status-effect";
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import { TrainerConfig, trainerConfigs, TrainerSlot } from "#app/data/trainer-config";
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import PokemonSpecies from "#app/data/pokemon-species";
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import { Egg, IEggOptions } from "#app/data/egg";
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import { MysteryEncounterPokemonData } from "#app/data/mystery-encounters/mystery-encounter-pokemon-data";
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import HeldModifierConfig from "#app/interfaces/held-modifier-config";
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import { MovePhase } from "#app/phases/move-phase";
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import { EggLapsePhase } from "#app/phases/egg-lapse-phase";
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import { TrainerVictoryPhase } from "#app/phases/trainer-victory-phase";
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import { BattleEndPhase } from "#app/phases/battle-end-phase";
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import { GameOverPhase } from "#app/phases/game-over-phase";
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import { SelectModifierPhase } from "#app/phases/select-modifier-phase";
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import { PartyExpPhase } from "#app/phases/party-exp-phase";
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/**
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* Animates exclamation sprite over trainer's head at start of encounter
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* @param scene
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*/
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export function doTrainerExclamation(scene: BattleScene) {
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const exclamationSprite = scene.add.sprite(0, 0, "exclaim");
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exclamationSprite.setName("exclamation");
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scene.field.add(exclamationSprite);
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scene.field.moveTo(exclamationSprite, scene.field.getAll().length - 1);
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exclamationSprite.setVisible(true);
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exclamationSprite.setPosition(110, 68);
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scene.tweens.add({
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targets: exclamationSprite,
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y: "-=25",
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ease: "Cubic.easeOut",
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duration: 300,
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yoyo: true,
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onComplete: () => {
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scene.time.delayedCall(800, () => {
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scene.field.remove(exclamationSprite, true);
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});
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}
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});
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scene.playSound("battle_anims/GEN8- Exclaim", { volume: 0.7 });
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}
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export interface EnemyPokemonConfig {
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species: PokemonSpecies;
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isBoss: boolean;
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bossSegments?: number;
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bossSegmentModifier?: number; // Additive to the determined segment number
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mysteryEncounterPokemonData?: MysteryEncounterPokemonData;
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formIndex?: number;
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abilityIndex?: number;
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level?: number;
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gender?: Gender;
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passive?: boolean;
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moveSet?: Moves[];
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nature?: Nature;
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ivs?: [number, number, number, number, number, number];
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shiny?: boolean;
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/** Can set just the status, or pass a timer on the status turns */
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status?: StatusEffect | [StatusEffect, number];
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mysteryEncounterBattleEffects?: (pokemon: Pokemon) => void;
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modifierConfigs?: HeldModifierConfig[];
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tags?: BattlerTagType[];
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dataSource?: PokemonData;
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}
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export interface EnemyPartyConfig {
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levelAdditiveMultiplier?: number; // Formula for enemy: level += waveIndex / 10 * levelAdditive
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doubleBattle?: boolean;
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trainerType?: TrainerType; // Generates trainer battle solely off trainer type
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trainerConfig?: TrainerConfig; // More customizable option for configuring trainer battle
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pokemonConfigs?: EnemyPokemonConfig[];
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female?: boolean; // True for female trainer, false for male
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disableSwitch?: boolean; // True will prevent player from switching
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}
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/**
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* Generates an enemy party for a mystery encounter battle
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* This will override and replace any standard encounter generation logic
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* Useful for tailoring specific battles to mystery encounters
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* @param scene Battle Scene
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* @param partyConfig Can pass various customizable attributes for the enemy party, see EnemyPartyConfig
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*/
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export async function initBattleWithEnemyConfig(scene: BattleScene, partyConfig: EnemyPartyConfig): Promise<void> {
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const loaded: boolean = false;
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const loadEnemyAssets: Promise<void>[] = [];
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const battle: Battle = scene.currentBattle;
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let doubleBattle: boolean = partyConfig?.doubleBattle ?? false;
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// Trainer
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const trainerType = partyConfig?.trainerType;
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const partyTrainerConfig = partyConfig?.trainerConfig;
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let trainerConfig: TrainerConfig;
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if (!isNullOrUndefined(trainerType) || partyTrainerConfig) {
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scene.currentBattle.mysteryEncounter!.encounterMode = MysteryEncounterMode.TRAINER_BATTLE;
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if (scene.currentBattle.trainer) {
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scene.currentBattle.trainer.setVisible(false);
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scene.currentBattle.trainer.destroy();
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}
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trainerConfig = partyConfig?.trainerConfig ? partyConfig?.trainerConfig : trainerConfigs[trainerType!];
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const doubleTrainer = trainerConfig.doubleOnly || (trainerConfig.hasDouble && !!partyConfig.doubleBattle);
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doubleBattle = doubleTrainer;
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const trainerFemale = isNullOrUndefined(partyConfig.female) ? !!(Utils.randSeedInt(2)) : partyConfig.female;
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const newTrainer = new Trainer(scene, trainerConfig.trainerType, doubleTrainer ? TrainerVariant.DOUBLE : trainerFemale ? TrainerVariant.FEMALE : TrainerVariant.DEFAULT, undefined, undefined, undefined, trainerConfig);
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newTrainer.x += 300;
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newTrainer.setVisible(false);
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scene.field.add(newTrainer);
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scene.currentBattle.trainer = newTrainer;
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loadEnemyAssets.push(newTrainer.loadAssets());
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battle.enemyLevels = scene.currentBattle.trainer.getPartyLevels(scene.currentBattle.waveIndex);
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} else {
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// Wild
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scene.currentBattle.mysteryEncounter!.encounterMode = MysteryEncounterMode.WILD_BATTLE;
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const numEnemies = partyConfig?.pokemonConfigs && partyConfig.pokemonConfigs.length > 0 ? partyConfig?.pokemonConfigs?.length : doubleBattle ? 2 : 1;
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battle.enemyLevels = new Array(numEnemies).fill(null).map(() => scene.currentBattle.getLevelForWave());
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}
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scene.getEnemyParty().forEach(enemyPokemon => {
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scene.field.remove(enemyPokemon, true);
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});
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battle.enemyParty = [];
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battle.double = doubleBattle;
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// ME levels are modified by an additive value that scales with wave index
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// Base scaling: Every 10 waves, modifier gets +1 level
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// This can be amplified or counteracted by setting levelAdditiveMultiplier in config
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// levelAdditiveMultiplier value of 0.5 will halve the modifier scaling, 2 will double it, etc.
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// Leaving null/undefined will disable level scaling
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const mult: number = !isNullOrUndefined(partyConfig.levelAdditiveMultiplier) ? partyConfig.levelAdditiveMultiplier! : 0;
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const additive = Math.max(Math.round((scene.currentBattle.waveIndex / 10) * mult), 0);
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battle.enemyLevels = battle.enemyLevels.map(level => level + additive);
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battle.enemyLevels.forEach((level, e) => {
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let enemySpecies;
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let dataSource;
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let isBoss = false;
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if (!loaded) {
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if ((!isNullOrUndefined(trainerType) || trainerConfig) && battle.trainer) {
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// Allows overriding a trainer's pokemon to use specific species/data
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if (partyConfig?.pokemonConfigs && e < partyConfig.pokemonConfigs.length) {
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const config = partyConfig.pokemonConfigs[e];
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level = config.level ? config.level : level;
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dataSource = config.dataSource;
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enemySpecies = config.species;
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isBoss = config.isBoss;
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battle.enemyParty[e] = scene.addEnemyPokemon(enemySpecies, level, TrainerSlot.TRAINER, isBoss, dataSource);
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} else {
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battle.enemyParty[e] = battle.trainer.genPartyMember(e);
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}
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} else {
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if (partyConfig?.pokemonConfigs && e < partyConfig.pokemonConfigs.length) {
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const config = partyConfig.pokemonConfigs[e];
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level = config.level ? config.level : level;
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dataSource = config.dataSource;
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enemySpecies = config.species;
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isBoss = config.isBoss;
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if (isBoss) {
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scene.currentBattle.mysteryEncounter!.encounterMode = MysteryEncounterMode.BOSS_BATTLE;
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}
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} else {
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enemySpecies = scene.randomSpecies(battle.waveIndex, level, true);
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}
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battle.enemyParty[e] = scene.addEnemyPokemon(enemySpecies, level, TrainerSlot.NONE, isBoss, dataSource);
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}
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}
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const enemyPokemon = scene.getEnemyParty()[e];
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// Make sure basic data is clean
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enemyPokemon.hp = enemyPokemon.getMaxHp();
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enemyPokemon.status = null;
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enemyPokemon.passive = false;
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if (e < (doubleBattle ? 2 : 1)) {
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enemyPokemon.setX(-66 + enemyPokemon.getFieldPositionOffset()[0]);
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enemyPokemon.resetSummonData();
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}
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if (!loaded) {
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scene.gameData.setPokemonSeen(enemyPokemon, true, !!(trainerType || trainerConfig));
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}
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if (partyConfig?.pokemonConfigs && e < partyConfig.pokemonConfigs.length) {
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const config = partyConfig.pokemonConfigs[e];
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// Generate new id, reset status and HP in case using data source
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if (config.dataSource) {
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enemyPokemon.id = Utils.randSeedInt(4294967296);
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}
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// Set form
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if (!isNullOrUndefined(config.formIndex)) {
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enemyPokemon.formIndex = config.formIndex!;
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}
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// Set shiny
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if (!isNullOrUndefined(config.shiny)) {
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enemyPokemon.shiny = config.shiny!;
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}
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// Set custom mystery encounter data fields (such as sprite scale, custom abilities, types, etc.)
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if (!isNullOrUndefined(config.mysteryEncounterPokemonData)) {
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enemyPokemon.mysteryEncounterPokemonData = config.mysteryEncounterPokemonData!;
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}
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// Set Boss
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if (config.isBoss) {
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let segments = !isNullOrUndefined(config.bossSegments) ? config.bossSegments! : scene.getEncounterBossSegments(scene.currentBattle.waveIndex, level, enemySpecies, true);
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if (!isNullOrUndefined(config.bossSegmentModifier)) {
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segments += config.bossSegmentModifier!;
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}
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enemyPokemon.setBoss(true, segments);
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}
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// Set Passive
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if (config.passive) {
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enemyPokemon.passive = true;
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}
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// Set Nature
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if (config.nature) {
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enemyPokemon.nature = config.nature;
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}
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// Set IVs
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if (config.ivs) {
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enemyPokemon.ivs = config.ivs;
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}
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// Set Status
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const statusEffects = config.status;
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if (statusEffects) {
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// Default to cureturn 3 for sleep
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const status = Array.isArray(statusEffects) ? statusEffects[0] : statusEffects;
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const cureTurn = Array.isArray(statusEffects) ? statusEffects[1] : statusEffects === StatusEffect.SLEEP ? 3 : undefined;
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enemyPokemon.status = new Status(status, 0, cureTurn);
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}
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// Set summon data fields
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if (!enemyPokemon.summonData) {
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enemyPokemon.summonData = new PokemonSummonData();
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}
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// Set ability
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if (!isNullOrUndefined(config.abilityIndex)) {
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enemyPokemon.abilityIndex = config.abilityIndex!;
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}
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// Set gender
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if (!isNullOrUndefined(config.gender)) {
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enemyPokemon.gender = config.gender!;
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enemyPokemon.summonData.gender = config.gender!;
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}
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// Set moves
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if (config?.moveSet && config.moveSet.length > 0) {
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const moves = config.moveSet.map(m => new PokemonMove(m));
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enemyPokemon.moveset = moves;
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enemyPokemon.summonData.moveset = moves;
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}
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// Set tags
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if (config.tags && config.tags.length > 0) {
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const tags = config.tags;
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tags.forEach(tag => enemyPokemon.addTag(tag));
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}
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// mysteryEncounterBattleEffects will only be used IFF MYSTERY_ENCOUNTER_POST_SUMMON tag is applied
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if (config.mysteryEncounterBattleEffects) {
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enemyPokemon.mysteryEncounterBattleEffects = config.mysteryEncounterBattleEffects;
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}
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// Requires re-priming summon data to update everything properly
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enemyPokemon.primeSummonData(enemyPokemon.summonData);
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enemyPokemon.initBattleInfo();
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enemyPokemon.getBattleInfo().initInfo(enemyPokemon);
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enemyPokemon.generateName();
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}
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loadEnemyAssets.push(enemyPokemon.loadAssets());
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console.log(enemyPokemon.name, enemyPokemon.species.speciesId, enemyPokemon.stats);
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});
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scene.pushPhase(new MysteryEncounterBattlePhase(scene, partyConfig.disableSwitch));
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await Promise.all(loadEnemyAssets);
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battle.enemyParty.forEach((enemyPokemon_2, e_1) => {
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if (e_1 < (doubleBattle ? 2 : 1)) {
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enemyPokemon_2.setVisible(false);
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if (battle.double) {
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enemyPokemon_2.setFieldPosition(e_1 ? FieldPosition.RIGHT : FieldPosition.LEFT);
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}
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// Spawns at current visible field instead of on "next encounter" field (off screen to the left)
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enemyPokemon_2.x += 300;
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}
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});
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if (!loaded) {
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regenerateModifierPoolThresholds(scene.getEnemyField(), battle.battleType === BattleType.TRAINER ? ModifierPoolType.TRAINER : ModifierPoolType.WILD);
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const customModifierTypes = partyConfig?.pokemonConfigs
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?.filter(config => config?.modifierConfigs)
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.map(config => config.modifierConfigs!);
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scene.generateEnemyModifiers(customModifierTypes);
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}
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}
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/**
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* Load special move animations/sfx for hard-coded encounter-specific moves that a pokemon uses at the start of an encounter
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* See: [startOfBattleEffects](IMysteryEncounter.startOfBattleEffects) for more details
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*
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* This promise does not need to be awaited on if called in an encounter onInit (will just load lazily)
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* @param scene
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* @param moves
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*/
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export function loadCustomMovesForEncounter(scene: BattleScene, moves: Moves | Moves[]) {
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moves = Array.isArray(moves) ? moves : [moves];
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return Promise.all(moves.map(move => initMoveAnim(scene, move)))
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.then(() => loadMoveAnimAssets(scene, moves));
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}
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/**
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* Will update player money, and animate change (sound optional)
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* @param scene
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* @param changeValue
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* @param playSound
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* @param showMessage
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*/
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export function updatePlayerMoney(scene: BattleScene, changeValue: number, playSound: boolean = true, showMessage: boolean = true) {
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scene.money = Math.min(Math.max(scene.money + changeValue, 0), Number.MAX_SAFE_INTEGER);
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scene.updateMoneyText();
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scene.animateMoneyChanged(false);
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if (playSound) {
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scene.playSound("se/buy");
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}
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if (showMessage) {
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if (changeValue < 0) {
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scene.queueMessage(i18next.t("mysteryEncounterMessages:paid_money", { amount: -changeValue }), null, true);
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} else {
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scene.queueMessage(i18next.t("mysteryEncounterMessages:receive_money", { amount: changeValue }), null, true);
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}
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}
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}
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/**
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* Converts modifier bullshit to an actual item
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* @param scene Battle Scene
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* @param modifier
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* @param pregenArgs Can specify BerryType for berries, TM for TMs, AttackBoostType for item, etc.
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*/
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export function generateModifierType(scene: BattleScene, modifier: () => ModifierType, pregenArgs?: any[]): ModifierType | null {
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const modifierId = Object.keys(modifierTypes).find(k => modifierTypes[k] === modifier);
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if (!modifierId) {
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return null;
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}
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let result: ModifierType = modifierTypes[modifierId]();
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// Populates item id and tier (order matters)
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result = result
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.withIdFromFunc(modifierTypes[modifierId])
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.withTierFromPool();
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return result instanceof ModifierTypeGenerator ? result.generateType(scene.getParty(), pregenArgs) : result;
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}
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/**
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* Converts modifier bullshit to an actual item
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* @param scene - Battle Scene
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* @param modifier
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* @param pregenArgs - can specify BerryType for berries, TM for TMs, AttackBoostType for item, etc.
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*/
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export function generateModifierTypeOption(scene: BattleScene, modifier: () => ModifierType, pregenArgs?: any[]): ModifierTypeOption | null {
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const result = generateModifierType(scene, modifier, pregenArgs);
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if (result) {
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return new ModifierTypeOption(result, 0);
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}
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return result;
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}
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/**
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* This function is intended for use inside onPreOptionPhase() of an encounter option
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* @param scene
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* @param onPokemonSelected - Any logic that needs to be performed when Pokemon is chosen
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* If a second option needs to be selected, onPokemonSelected should return a OptionSelectItem[] object
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* @param onPokemonNotSelected - Any logic that needs to be performed if no Pokemon is chosen
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* @param selectablePokemonFilter
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*/
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export function selectPokemonForOption(scene: BattleScene, onPokemonSelected: (pokemon: PlayerPokemon) => void | OptionSelectItem[], onPokemonNotSelected?: () => void, selectablePokemonFilter?: PokemonSelectFilter): Promise<boolean> {
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return new Promise(resolve => {
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const modeToSetOnExit = scene.ui.getMode();
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// Open party screen to choose pokemon
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scene.ui.setMode(Mode.PARTY, PartyUiMode.SELECT, -1, (slotIndex: number, option: PartyOption) => {
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if (slotIndex < scene.getParty().length) {
|
|
scene.ui.setMode(modeToSetOnExit).then(() => {
|
|
const pokemon = scene.getParty()[slotIndex];
|
|
const secondaryOptions = onPokemonSelected(pokemon);
|
|
if (!secondaryOptions) {
|
|
scene.currentBattle.mysteryEncounter!.setDialogueToken("selectedPokemon", pokemon.getNameToRender());
|
|
resolve(true);
|
|
return;
|
|
}
|
|
|
|
// There is a second option to choose after selecting the Pokemon
|
|
scene.ui.setMode(Mode.MESSAGE).then(() => {
|
|
const displayOptions = () => {
|
|
// Always appends a cancel option to bottom of options
|
|
const fullOptions = secondaryOptions.map(option => {
|
|
// Update handler to resolve promise
|
|
const onSelect = option.handler;
|
|
option.handler = () => {
|
|
onSelect();
|
|
scene.currentBattle.mysteryEncounter!.setDialogueToken("selectedPokemon", pokemon.getNameToRender());
|
|
resolve(true);
|
|
return true;
|
|
};
|
|
return option;
|
|
}).concat({
|
|
label: i18next.t("menu:cancel"),
|
|
handler: () => {
|
|
scene.ui.clearText();
|
|
scene.ui.setMode(modeToSetOnExit);
|
|
resolve(false);
|
|
return true;
|
|
},
|
|
onHover: () => {
|
|
showEncounterText(scene, i18next.t("mysteryEncounterMessages:cancel_option"), 0, 0, false);
|
|
}
|
|
});
|
|
|
|
const config: OptionSelectConfig = {
|
|
options: fullOptions,
|
|
maxOptions: 7,
|
|
yOffset: 0,
|
|
supportHover: true
|
|
};
|
|
|
|
// Do hover over the starting selection option
|
|
if (fullOptions[0].onHover) {
|
|
fullOptions[0].onHover();
|
|
}
|
|
scene.ui.setModeWithoutClear(Mode.OPTION_SELECT, config, null, true);
|
|
};
|
|
|
|
const textPromptKey = scene.currentBattle.mysteryEncounter?.selectedOption?.dialogue?.secondOptionPrompt;
|
|
if (!textPromptKey) {
|
|
displayOptions();
|
|
} else {
|
|
showEncounterText(scene, textPromptKey).then(() => displayOptions());
|
|
}
|
|
});
|
|
});
|
|
} else {
|
|
scene.ui.setMode(modeToSetOnExit).then(() => {
|
|
if (onPokemonNotSelected) {
|
|
onPokemonNotSelected();
|
|
}
|
|
resolve(false);
|
|
});
|
|
}
|
|
}, selectablePokemonFilter);
|
|
});
|
|
}
|
|
|
|
interface PokemonAndOptionSelected {
|
|
selectedPokemonIndex: number;
|
|
selectedOptionIndex: number;
|
|
}
|
|
|
|
/**
|
|
* This function is intended for use inside onPreOptionPhase() of an encounter option
|
|
* @param scene
|
|
* If a second option needs to be selected, onPokemonSelected should return a OptionSelectItem[] object
|
|
* @param options
|
|
* @param optionSelectPromptKey
|
|
* @param selectablePokemonFilter
|
|
* @param onHoverOverCancelOption
|
|
*/
|
|
export function selectOptionThenPokemon(scene: BattleScene, options: OptionSelectItem[], optionSelectPromptKey: string, selectablePokemonFilter?: PokemonSelectFilter, onHoverOverCancelOption?: () => void): Promise<PokemonAndOptionSelected | null> {
|
|
return new Promise<PokemonAndOptionSelected | null>(resolve => {
|
|
const modeToSetOnExit = scene.ui.getMode();
|
|
|
|
const displayOptions = (config: OptionSelectConfig) => {
|
|
scene.ui.setMode(Mode.MESSAGE).then(() => {
|
|
if (!optionSelectPromptKey) {
|
|
// Do hover over the starting selection option
|
|
if (fullOptions[0].onHover) {
|
|
fullOptions[0].onHover();
|
|
}
|
|
scene.ui.setMode(Mode.OPTION_SELECT, config);
|
|
} else {
|
|
showEncounterText(scene, optionSelectPromptKey).then(() => {
|
|
// Do hover over the starting selection option
|
|
if (fullOptions[0].onHover) {
|
|
fullOptions[0].onHover();
|
|
}
|
|
scene.ui.setMode(Mode.OPTION_SELECT, config);
|
|
});
|
|
}
|
|
});
|
|
};
|
|
|
|
const selectPokemonAfterOption = (selectedOptionIndex: number) => {
|
|
// Open party screen to choose a Pokemon
|
|
scene.ui.setMode(Mode.PARTY, PartyUiMode.SELECT, -1, (slotIndex: number, option: PartyOption) => {
|
|
if (slotIndex < scene.getParty().length) {
|
|
// Pokemon and option selected
|
|
scene.ui.setMode(modeToSetOnExit).then(() => {
|
|
const result: PokemonAndOptionSelected = { selectedPokemonIndex: slotIndex, selectedOptionIndex: selectedOptionIndex };
|
|
resolve(result);
|
|
});
|
|
} else {
|
|
// Back to first option select screen
|
|
displayOptions(config);
|
|
}
|
|
}, selectablePokemonFilter);
|
|
};
|
|
|
|
// Always appends a cancel option to bottom of options
|
|
const fullOptions = options.map((option, index) => {
|
|
// Update handler to resolve promise
|
|
const onSelect = option.handler;
|
|
option.handler = () => {
|
|
onSelect();
|
|
selectPokemonAfterOption(index);
|
|
return true;
|
|
};
|
|
return option;
|
|
}).concat({
|
|
label: i18next.t("menu:cancel"),
|
|
handler: () => {
|
|
scene.ui.clearText();
|
|
scene.ui.setMode(modeToSetOnExit);
|
|
resolve(null);
|
|
return true;
|
|
},
|
|
onHover: () => {
|
|
if (onHoverOverCancelOption) {
|
|
onHoverOverCancelOption();
|
|
}
|
|
showEncounterText(scene, i18next.t("mysteryEncounterMessages:cancel_option"), 0, 0, false);
|
|
}
|
|
});
|
|
|
|
const config: OptionSelectConfig = {
|
|
options: fullOptions,
|
|
maxOptions: 7,
|
|
yOffset: 0,
|
|
supportHover: true
|
|
};
|
|
|
|
displayOptions(config);
|
|
});
|
|
}
|
|
|
|
/**
|
|
* Will initialize reward phases to follow the mystery encounter
|
|
* Can have shop displayed or skipped
|
|
* @param scene - Battle Scene
|
|
* @param customShopRewards - adds a shop phase with the specified rewards / reward tiers
|
|
* @param eggRewards
|
|
* @param preRewardsCallback - can execute an arbitrary callback before the new phases if necessary (useful for updating items/party/injecting new phases before MysteryEncounterRewardsPhase)
|
|
*/
|
|
export function setEncounterRewards(scene: BattleScene, customShopRewards?: CustomModifierSettings, eggRewards?: IEggOptions[], preRewardsCallback?: Function) {
|
|
scene.currentBattle.mysteryEncounter!.doEncounterRewards = (scene: BattleScene) => {
|
|
if (preRewardsCallback) {
|
|
preRewardsCallback();
|
|
}
|
|
|
|
if (customShopRewards) {
|
|
scene.unshiftPhase(new SelectModifierPhase(scene, 0, undefined, customShopRewards));
|
|
} else {
|
|
scene.tryRemovePhase(p => p instanceof SelectModifierPhase);
|
|
}
|
|
|
|
if (eggRewards) {
|
|
eggRewards.forEach(eggOptions => {
|
|
const egg = new Egg(eggOptions);
|
|
egg.addEggToGameData(scene);
|
|
});
|
|
}
|
|
|
|
return true;
|
|
};
|
|
}
|
|
|
|
/**
|
|
* Will initialize exp phases into the phase queue (these are in addition to any combat or other exp earned)
|
|
* Exp Share and Exp Balance will still function as normal
|
|
* @param scene - Battle Scene
|
|
* @param participantId - id/s of party pokemon that get full exp value. Other party members will receive Exp Share amounts
|
|
* @param baseExpValue - gives exp equivalent to a pokemon of the wave index's level.
|
|
* Guidelines:
|
|
* 36 - Sunkern (lowest in game)
|
|
* 62-64 - regional starter base evos
|
|
* 100 - Scyther
|
|
* 170 - Spiritomb
|
|
* 250 - Gengar
|
|
* 290 - trio legendaries
|
|
* 340 - box legendaries
|
|
* 608 - Blissey (highest in game)
|
|
* https://bulbapedia.bulbagarden.net/wiki/List_of_Pok%C3%A9mon_by_effort_value_yield_(Generation_IX)
|
|
* @param useWaveIndex - set to false when directly passing the the full exp value instead of baseExpValue
|
|
*/
|
|
export function setEncounterExp(scene: BattleScene, participantId: number | number[], baseExpValue: number, useWaveIndex: boolean = true) {
|
|
const participantIds = Array.isArray(participantId) ? participantId : [participantId];
|
|
|
|
scene.currentBattle.mysteryEncounter!.doEncounterExp = (scene: BattleScene) => {
|
|
scene.unshiftPhase(new PartyExpPhase(scene, baseExpValue, useWaveIndex, new Set(participantIds)));
|
|
|
|
return true;
|
|
};
|
|
}
|
|
|
|
export class OptionSelectSettings {
|
|
hideDescription?: boolean;
|
|
slideInDescription?: boolean;
|
|
overrideTitle?: string;
|
|
overrideDescription?: string;
|
|
overrideQuery?: string;
|
|
overrideOptions?: MysteryEncounterOption[];
|
|
startingCursorIndex?: number;
|
|
}
|
|
|
|
/**
|
|
* Can be used to queue a new series of Options to select for an Encounter
|
|
* MUST be used only in onOptionPhase, will not work in onPreOptionPhase or onPostOptionPhase
|
|
* @param scene
|
|
* @param optionSelectSettings
|
|
*/
|
|
export function initSubsequentOptionSelect(scene: BattleScene, optionSelectSettings: OptionSelectSettings) {
|
|
scene.pushPhase(new MysteryEncounterPhase(scene, optionSelectSettings));
|
|
}
|
|
|
|
/**
|
|
* Can be used to exit an encounter without any battles or followup
|
|
* Will skip any shops and rewards, and queue the next encounter phase as normal
|
|
* @param scene
|
|
* @param addHealPhase - when true, will add a shop phase to end of encounter with 0 rewards but healing items are available
|
|
* @param encounterMode - Can set custom encounter mode if necessary (may be required for forcing Pokemon to return before next phase)
|
|
*/
|
|
export function leaveEncounterWithoutBattle(scene: BattleScene, addHealPhase: boolean = false, encounterMode: MysteryEncounterMode = MysteryEncounterMode.NO_BATTLE) {
|
|
scene.currentBattle.mysteryEncounter!.encounterMode = encounterMode;
|
|
scene.clearPhaseQueue();
|
|
scene.clearPhaseQueueSplice();
|
|
handleMysteryEncounterVictory(scene, addHealPhase);
|
|
}
|
|
|
|
/**
|
|
*
|
|
* @param scene
|
|
* @param addHealPhase - Adds an empty shop phase to allow player to purchase healing items
|
|
* @param doNotContinue - default `false`. If set to true, will not end the battle and continue to next wave
|
|
*/
|
|
export function handleMysteryEncounterVictory(scene: BattleScene, addHealPhase: boolean = false, doNotContinue: boolean = false) {
|
|
const allowedPkm = scene.getParty().filter((pkm) => pkm.isAllowedInBattle());
|
|
|
|
if (allowedPkm.length === 0) {
|
|
scene.clearPhaseQueue();
|
|
scene.unshiftPhase(new GameOverPhase(scene));
|
|
return;
|
|
}
|
|
|
|
// If in repeated encounter variant, do nothing
|
|
// Variant must eventually be swapped in order to handle "true" end of the encounter
|
|
const encounter = scene.currentBattle.mysteryEncounter!;
|
|
if (encounter.continuousEncounter || doNotContinue) {
|
|
return;
|
|
} else if (encounter.encounterMode === MysteryEncounterMode.NO_BATTLE) {
|
|
scene.pushPhase(new EggLapsePhase(scene));
|
|
scene.pushPhase(new MysteryEncounterRewardsPhase(scene, addHealPhase));
|
|
} else if (!scene.getEnemyParty().find(p => encounter.encounterMode !== MysteryEncounterMode.TRAINER_BATTLE ? p.isOnField() : !p?.isFainted(true))) {
|
|
scene.pushPhase(new BattleEndPhase(scene));
|
|
if (encounter.encounterMode === MysteryEncounterMode.TRAINER_BATTLE) {
|
|
scene.pushPhase(new TrainerVictoryPhase(scene));
|
|
}
|
|
if (scene.gameMode.isEndless || !scene.gameMode.isWaveFinal(scene.currentBattle.waveIndex)) {
|
|
if (!encounter.doContinueEncounter) {
|
|
// Only lapse eggs once for multi-battle encounters
|
|
scene.pushPhase(new EggLapsePhase(scene));
|
|
}
|
|
scene.pushPhase(new MysteryEncounterRewardsPhase(scene, addHealPhase));
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
*
|
|
* @param scene
|
|
* @param hide - If true, performs ease out and hide visuals. If false, eases in visuals. Defaults to true
|
|
* @param destroy - If true, will destroy visuals ONLY ON HIDE TRANSITION. Does nothing on show. Defaults to true
|
|
* @param duration
|
|
*/
|
|
export function transitionMysteryEncounterIntroVisuals(scene: BattleScene, hide: boolean = true, destroy: boolean = true, duration: number = 750): Promise<boolean> {
|
|
return new Promise(resolve => {
|
|
const introVisuals = scene.currentBattle.mysteryEncounter!.introVisuals;
|
|
const enemyPokemon = scene.getEnemyField();
|
|
if (enemyPokemon) {
|
|
scene.currentBattle.enemyParty = [];
|
|
}
|
|
if (introVisuals) {
|
|
if (!hide) {
|
|
// Make sure visuals are in proper state for showing
|
|
introVisuals.setVisible(true);
|
|
introVisuals.x = 244;
|
|
introVisuals.y = 60;
|
|
introVisuals.alpha = 0;
|
|
}
|
|
|
|
// Transition
|
|
scene.tweens.add({
|
|
targets: [introVisuals, enemyPokemon],
|
|
x: `${hide? "+" : "-"}=16`,
|
|
y: `${hide ? "-" : "+"}=16`,
|
|
alpha: hide ? 0 : 1,
|
|
ease: "Sine.easeInOut",
|
|
duration,
|
|
onComplete: () => {
|
|
if (hide && destroy) {
|
|
scene.field.remove(introVisuals, true);
|
|
|
|
enemyPokemon.forEach(pokemon => {
|
|
scene.field.remove(pokemon, true);
|
|
});
|
|
|
|
scene.currentBattle.mysteryEncounter!.introVisuals = undefined;
|
|
}
|
|
resolve(true);
|
|
}
|
|
});
|
|
} else {
|
|
resolve(true);
|
|
}
|
|
});
|
|
}
|
|
|
|
/**
|
|
* Will queue moves for any pokemon to use before the first CommandPhase of a battle
|
|
* Mostly useful for allowing MysteryEncounter enemies to "cheat" and use moves before the first turn
|
|
* @param scene
|
|
*/
|
|
export function handleMysteryEncounterBattleStartEffects(scene: BattleScene) {
|
|
const encounter = scene.currentBattle.mysteryEncounter;
|
|
if (scene.currentBattle.battleType === BattleType.MYSTERY_ENCOUNTER && encounter && encounter.encounterMode !== MysteryEncounterMode.NO_BATTLE && !encounter.startOfBattleEffectsComplete) {
|
|
const effects = encounter.startOfBattleEffects;
|
|
effects.forEach(effect => {
|
|
let source;
|
|
if (effect.sourcePokemon) {
|
|
source = effect.sourcePokemon;
|
|
} else if (!isNullOrUndefined(effect.sourceBattlerIndex)) {
|
|
if (effect.sourceBattlerIndex === BattlerIndex.ATTACKER) {
|
|
source = scene.getEnemyField()[0];
|
|
} else if (effect.sourceBattlerIndex === BattlerIndex.ENEMY) {
|
|
source = scene.getEnemyField()[0];
|
|
} else if (effect.sourceBattlerIndex === BattlerIndex.ENEMY_2) {
|
|
source = scene.getEnemyField()[1];
|
|
} else if (effect.sourceBattlerIndex === BattlerIndex.PLAYER) {
|
|
source = scene.getPlayerField()[0];
|
|
} else if (effect.sourceBattlerIndex === BattlerIndex.PLAYER_2) {
|
|
source = scene.getPlayerField()[1];
|
|
}
|
|
} else {
|
|
source = scene.getEnemyField()[0];
|
|
}
|
|
scene.pushPhase(new MovePhase(scene, source, effect.targets, effect.move, effect.followUp, effect.ignorePp));
|
|
});
|
|
|
|
// Pseudo turn end phase to reset flinch states, Endure, etc.
|
|
scene.pushPhase(new MysteryEncounterBattleStartCleanupPhase(scene));
|
|
|
|
encounter.startOfBattleEffectsComplete = true;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Can queue extra phases or logic during {@linkcode TurnInitPhase}
|
|
* Should mostly just be used for injecting custom phases into the battle system on turn start
|
|
* @param scene
|
|
* @return boolean - if true, will skip the remainder of the {@linkcode TurnInitPhase}
|
|
*/
|
|
export function handleMysteryEncounterTurnStartEffects(scene: BattleScene): boolean {
|
|
const encounter = scene.currentBattle.mysteryEncounter;
|
|
if (scene.currentBattle.battleType === BattleType.MYSTERY_ENCOUNTER && encounter && encounter.onTurnStart) {
|
|
return encounter.onTurnStart(scene);
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
/**
|
|
* TODO: remove once encounter spawn rate is finalized
|
|
* Just a helper function to calculate aggregate stats for MEs in a Classic run
|
|
* @param scene
|
|
* @param baseSpawnWeight
|
|
*/
|
|
export function calculateMEAggregateStats(scene: BattleScene, baseSpawnWeight: number) {
|
|
const numRuns = 1000;
|
|
let run = 0;
|
|
const biomes = Object.keys(Biome).filter(key => isNaN(Number(key)));
|
|
const alwaysPickTheseBiomes = [Biome.ISLAND, Biome.ABYSS, Biome.WASTELAND, Biome.FAIRY_CAVE, Biome.TEMPLE, Biome.LABORATORY, Biome.SPACE, Biome.WASTELAND];
|
|
|
|
const calculateNumEncounters = (): any[] => {
|
|
let encounterRate = baseSpawnWeight; // BASE_MYSTERY_ENCOUNTER_SPAWN_WEIGHT
|
|
const numEncounters = [0, 0, 0, 0];
|
|
let mostRecentEncounterWave = 0;
|
|
const encountersByBiome = new Map<string, number>(biomes.map(b => [b, 0]));
|
|
const validMEfloorsByBiome = new Map<string, number>(biomes.map(b => [b, 0]));
|
|
let currentBiome = Biome.TOWN;
|
|
let currentArena = scene.newArena(currentBiome);
|
|
scene.setSeed(Utils.randomString(24));
|
|
scene.resetSeed();
|
|
for (let i = 10; i < 180; i++) {
|
|
// Boss
|
|
if (i % 10 === 0) {
|
|
continue;
|
|
}
|
|
|
|
// New biome
|
|
if (i % 10 === 1) {
|
|
if (Array.isArray(biomeLinks[currentBiome])) {
|
|
let biomes: Biome[];
|
|
scene.executeWithSeedOffset(() => {
|
|
biomes = (biomeLinks[currentBiome] as (Biome | [Biome, number])[])
|
|
.filter(b => {
|
|
return !Array.isArray(b) || !Utils.randSeedInt(b[1]);
|
|
})
|
|
.map(b => !Array.isArray(b) ? b : b[0]);
|
|
}, i * 100);
|
|
if (biomes! && biomes.length > 0) {
|
|
const specialBiomes = biomes.filter(b => alwaysPickTheseBiomes.includes(b));
|
|
if (specialBiomes.length > 0) {
|
|
currentBiome = specialBiomes[Utils.randSeedInt(specialBiomes.length)];
|
|
} else {
|
|
currentBiome = biomes[Utils.randSeedInt(biomes.length)];
|
|
}
|
|
}
|
|
} else if (biomeLinks.hasOwnProperty(currentBiome)) {
|
|
currentBiome = (biomeLinks[currentBiome] as Biome);
|
|
} else {
|
|
if (!(i % 50)) {
|
|
currentBiome = Biome.END;
|
|
} else {
|
|
currentBiome = scene.generateRandomBiome(i);
|
|
}
|
|
}
|
|
|
|
currentArena = scene.newArena(currentBiome);
|
|
}
|
|
|
|
// Fixed battle
|
|
if (scene.gameMode.isFixedBattle(i)) {
|
|
continue;
|
|
}
|
|
|
|
// Trainer
|
|
if (scene.gameMode.isWaveTrainer(i, currentArena)) {
|
|
continue;
|
|
}
|
|
|
|
// Otherwise, roll encounter
|
|
|
|
const roll = Utils.randSeedInt(256);
|
|
validMEfloorsByBiome.set(Biome[currentBiome], (validMEfloorsByBiome.get(Biome[currentBiome]) ?? 0) + 1);
|
|
|
|
// If total number of encounters is lower than expected for the run, slightly favor a new encounter
|
|
// Do the reverse as well
|
|
const expectedEncountersByFloor = AVERAGE_ENCOUNTERS_PER_RUN_TARGET / (180 - 10) * (i - 10);
|
|
const currentRunDiffFromAvg = expectedEncountersByFloor - numEncounters.reduce((a, b) => a + b);
|
|
const favoredEncounterRate = encounterRate + currentRunDiffFromAvg * 15;
|
|
|
|
// If the most recent ME was 3 or fewer waves ago, can never spawn a ME
|
|
const canSpawn = (i - mostRecentEncounterWave) > 3;
|
|
|
|
if (canSpawn && roll < favoredEncounterRate) {
|
|
mostRecentEncounterWave = i;
|
|
encounterRate = baseSpawnWeight;
|
|
|
|
// Calculate encounter rarity
|
|
// Common / Uncommon / Rare / Super Rare (base is out of 128)
|
|
const tierWeights = [66, 40, 19, 3];
|
|
|
|
// Adjust tier weights by currently encountered events (pity system that lowers odds of multiple Common/Great)
|
|
tierWeights[0] = tierWeights[0] - 6 * numEncounters[0];
|
|
tierWeights[1] = tierWeights[1] - 4 * numEncounters[1];
|
|
|
|
const totalWeight = tierWeights.reduce((a, b) => a + b);
|
|
const tierValue = Utils.randSeedInt(totalWeight);
|
|
const commonThreshold = totalWeight - tierWeights[0]; // 64 - 32 = 32
|
|
const uncommonThreshold = totalWeight - tierWeights[0] - tierWeights[1]; // 64 - 32 - 16 = 16
|
|
const rareThreshold = totalWeight - tierWeights[0] - tierWeights[1] - tierWeights[2]; // 64 - 32 - 16 - 10 = 6
|
|
|
|
tierValue > commonThreshold ? ++numEncounters[0] : tierValue > uncommonThreshold ? ++numEncounters[1] : tierValue > rareThreshold ? ++numEncounters[2] : ++numEncounters[3];
|
|
encountersByBiome.set(Biome[currentBiome], (encountersByBiome.get(Biome[currentBiome]) ?? 0) + 1);
|
|
} else {
|
|
encounterRate += WEIGHT_INCREMENT_ON_SPAWN_MISS;
|
|
}
|
|
}
|
|
|
|
return [numEncounters, encountersByBiome, validMEfloorsByBiome];
|
|
};
|
|
|
|
const encounterRuns: number[][] = [];
|
|
const encountersByBiomeRuns: Map<string, number>[] = [];
|
|
const validFloorsByBiome: Map<string, number>[] = [];
|
|
while (run < numRuns) {
|
|
scene.executeWithSeedOffset(() => {
|
|
const [numEncounters, encountersByBiome, validMEfloorsByBiome] = calculateNumEncounters();
|
|
encounterRuns.push(numEncounters);
|
|
encountersByBiomeRuns.push(encountersByBiome);
|
|
validFloorsByBiome.push(validMEfloorsByBiome);
|
|
}, 1000 * run);
|
|
run++;
|
|
}
|
|
|
|
const n = encounterRuns.length;
|
|
const totalEncountersInRun = encounterRuns.map(run => run.reduce((a, b) => a + b));
|
|
const totalMean = totalEncountersInRun.reduce((a, b) => a + b) / n;
|
|
const totalStd = Math.sqrt(totalEncountersInRun.map(x => Math.pow(x - totalMean, 2)).reduce((a, b) => a + b) / n);
|
|
const commonMean = encounterRuns.reduce((a, b) => a + b[0], 0) / n;
|
|
const uncommonMean = encounterRuns.reduce((a, b) => a + b[1], 0) / n;
|
|
const rareMean = encounterRuns.reduce((a, b) => a + b[2], 0) / n;
|
|
const superRareMean = encounterRuns.reduce((a, b) => a + b[3], 0) / n;
|
|
|
|
const encountersPerRunPerBiome = encountersByBiomeRuns.reduce((a, b) => {
|
|
for (const biome of a.keys()) {
|
|
a.set(biome, a.get(biome)! + b.get(biome)!);
|
|
}
|
|
return a;
|
|
});
|
|
const meanEncountersPerRunPerBiome: Map<string, number> = new Map<string, number>();
|
|
encountersPerRunPerBiome.forEach((value, key) => {
|
|
meanEncountersPerRunPerBiome.set(key, value / n);
|
|
});
|
|
|
|
const validMEFloorsPerRunPerBiome = validFloorsByBiome.reduce((a, b) => {
|
|
for (const biome of a.keys()) {
|
|
a.set(biome, a.get(biome)! + b.get(biome)!);
|
|
}
|
|
return a;
|
|
});
|
|
const meanMEFloorsPerRunPerBiome: Map<string, number> = new Map<string, number>();
|
|
validMEFloorsPerRunPerBiome.forEach((value, key) => {
|
|
meanMEFloorsPerRunPerBiome.set(key, value / n);
|
|
});
|
|
|
|
let stats = `Starting weight: ${baseSpawnWeight}\nAverage MEs per run: ${totalMean}\nStandard Deviation: ${totalStd}\nAvg Commons: ${commonMean}\nAvg Greats: ${uncommonMean}\nAvg Ultras: ${rareMean}\nAvg Rogues: ${superRareMean}\n`;
|
|
|
|
const meanEncountersPerRunPerBiomeSorted = [...meanEncountersPerRunPerBiome.entries()].sort((e1, e2) => e2[1] - e1[1]);
|
|
meanEncountersPerRunPerBiomeSorted.forEach(value => stats = stats + `${value[0]}: avg valid floors ${meanMEFloorsPerRunPerBiome.get(value[0])}, avg MEs ${value[1]},\n`);
|
|
|
|
console.log(stats);
|
|
}
|
|
|
|
|
|
/**
|
|
* TODO: remove once encounter spawn rate is finalized
|
|
* Just a helper function to calculate aggregate stats for MEs in a Classic run
|
|
* @param scene
|
|
* @param luckValue - 0 to 14
|
|
*/
|
|
export function calculateRareSpawnAggregateStats(scene: BattleScene, luckValue: number) {
|
|
const numRuns = 1000;
|
|
let run = 0;
|
|
|
|
const calculateNumRareEncounters = (): any[] => {
|
|
const bossEncountersByRarity = [0, 0, 0, 0];
|
|
scene.setSeed(Utils.randomString(24));
|
|
scene.resetSeed();
|
|
// There are 12 wild boss floors
|
|
for (let i = 0; i < 12; i++) {
|
|
// Roll boss tier
|
|
// luck influences encounter rarity
|
|
let luckModifier = 0;
|
|
if (!isNaN(luckValue)) {
|
|
luckModifier = luckValue * 0.5;
|
|
}
|
|
const tierValue = Utils.randSeedInt(64 - luckModifier);
|
|
const tier = tierValue >= 20 ? BiomePoolTier.BOSS : tierValue >= 6 ? BiomePoolTier.BOSS_RARE : tierValue >= 1 ? BiomePoolTier.BOSS_SUPER_RARE : BiomePoolTier.BOSS_ULTRA_RARE;
|
|
|
|
switch (tier) {
|
|
default:
|
|
case BiomePoolTier.BOSS:
|
|
++bossEncountersByRarity[0];
|
|
break;
|
|
case BiomePoolTier.BOSS_RARE:
|
|
++bossEncountersByRarity[1];
|
|
break;
|
|
case BiomePoolTier.BOSS_SUPER_RARE:
|
|
++bossEncountersByRarity[2];
|
|
break;
|
|
case BiomePoolTier.BOSS_ULTRA_RARE:
|
|
++bossEncountersByRarity[3];
|
|
break;
|
|
}
|
|
}
|
|
|
|
return bossEncountersByRarity;
|
|
};
|
|
|
|
const encounterRuns: number[][] = [];
|
|
while (run < numRuns) {
|
|
scene.executeWithSeedOffset(() => {
|
|
const bossEncountersByRarity = calculateNumRareEncounters();
|
|
encounterRuns.push(bossEncountersByRarity);
|
|
}, 1000 * run);
|
|
run++;
|
|
}
|
|
|
|
const n = encounterRuns.length;
|
|
// const totalEncountersInRun = encounterRuns.map(run => run.reduce((a, b) => a + b));
|
|
// const totalMean = totalEncountersInRun.reduce((a, b) => a + b) / n;
|
|
// const totalStd = Math.sqrt(totalEncountersInRun.map(x => Math.pow(x - totalMean, 2)).reduce((a, b) => a + b) / n);
|
|
const commonMean = encounterRuns.reduce((a, b) => a + b[0], 0) / n;
|
|
const rareMean = encounterRuns.reduce((a, b) => a + b[1], 0) / n;
|
|
const superRareMean = encounterRuns.reduce((a, b) => a + b[2], 0) / n;
|
|
const ultraRareMean = encounterRuns.reduce((a, b) => a + b[3], 0) / n;
|
|
|
|
const stats = `Avg Commons: ${commonMean}\nAvg Rare: ${rareMean}\nAvg Super Rare: ${superRareMean}\nAvg Ultra Rare: ${ultraRareMean}\n`;
|
|
|
|
console.log(stats);
|
|
}
|