Implement terrains and rework status logic

This commit is contained in:
Flashfyre committed 2024-03-09 21:57:33 -05:00
1 parent b9395ebd7f
commit 47cf14da9b
12 files changed
+364 -66

No files matched your search

+57 -8
View File
@@ -4,7 +4,7 @@ import { Biome } from "../data/enums/biome";
import * as Utils from "../utils";
import PokemonSpecies, { getPokemonSpecies } from "../data/pokemon-species";
import { Species } from "../data/enums/species";
import { Weather, WeatherType, getWeatherClearMessage, getWeatherStartMessage } from "../data/weather";
import { Weather, WeatherType, getTerrainClearMessage, getTerrainStartMessage, getWeatherClearMessage, getWeatherStartMessage } from "../data/weather";
import { CommonAnimPhase } from "../phases";
import { CommonAnim } from "../data/battle-anims";
import { Type } from "../data/type";
@@ -16,6 +16,7 @@ import { TrainerType } from "../data/enums/trainer-type";
import { BattlerIndex } from "../battle";
import { Moves } from "../data/enums/moves";
import { TimeOfDay } from "../data/enums/time-of-day";
import { Terrain, TerrainType, getTerrainColor } from "../data/terrain";
const WEATHER_OVERRIDE = WeatherType.NONE;
@@ -23,9 +24,9 @@ export class Arena {
public scene: BattleScene;
public biomeType: Biome;
public weather: Weather;
public terrain: Terrain;
public tags: ArenaTag[];
public bgm: string;
private lastTimeOfDay: TimeOfDay;
private pokemonPool: PokemonPools;
@@ -230,6 +231,17 @@ export class Arena {
}
}
getBgTerrainColorRatioForBiome(): number {
switch (this.biomeType) {
case Biome.SPACE:
return 1;
case Biome.END:
return 0;
}
return 83 / 132;
}
trySetWeatherOverride(weather: WeatherType): boolean {
this.weather = new Weather(weather, 0);
this.scene.unshiftPhase(new CommonAnimPhase(this.scene, undefined, undefined, CommonAnim.SUNNY + (weather - 1)));
@@ -259,15 +271,52 @@ export class Arena {
return true;
}
trySetTerrain(terrain: TerrainType, viaMove: boolean, ignoreAnim: boolean = false): boolean {
if (this.terrain?.terrainType === (terrain || undefined))
return false;
const oldTerrainType = this.terrain?.terrainType || TerrainType.NONE;
this.terrain = terrain ? new Terrain(terrain, viaMove ? 5 : 0) : null;
if (this.terrain) {
if (!ignoreAnim)
this.scene.unshiftPhase(new CommonAnimPhase(this.scene, undefined, undefined, CommonAnim.MISTY_TERRAIN + (terrain - 1)));
this.scene.queueMessage(getTerrainStartMessage(terrain));
} else
this.scene.queueMessage(getTerrainClearMessage(oldTerrainType));
/*[
this.scene.arenaBg,
this.scene.arenaBgTransition,
this.scene.arenaPlayer.base,
this.scene.arenaPlayer.props,
this.scene.arenaPlayerTransition.base,
this.scene.arenaPlayerTransition.props,
this.scene.arenaEnemy.base,
this.scene.arenaEnemy.props,
this.scene.arenaNextEnemy.base,
this.scene.arenaNextEnemy.props
]
.flat()
.map(a => a.pipelineData['terrainColor'] = getTerrainColor());*/
return true;
}
isMoveWeatherCancelled(move: Move) {
return this.weather && !this.weather.isEffectSuppressed(this.scene) && this.weather.isMoveWeatherCancelled(move);
}
getAttackTypeMultiplier(attackType: Type): number {
if (!this.weather || this.weather.isEffectSuppressed(this.scene))
return 1;
getAttackTypeMultiplier(attackType: Type, grounded: boolean): number {
let weatherMultiplier = 1;
if (this.weather && !this.weather.isEffectSuppressed(this.scene))
weatherMultiplier = this.weather.getAttackTypeMultiplier(attackType);
return this.weather.getAttackTypeMultiplier(attackType);
let terrainMultiplier = 1;
if (this.terrain && !grounded)
terrainMultiplier = this.terrain.getAttackTypeMultiplier(attackType);
return weatherMultiplier * terrainMultiplier;
}
getTrainerChance(): integer {
@@ -572,12 +621,12 @@ export class ArenaBase extends Phaser.GameObjects.Container {
this.player = player;
this.base = scene.addFieldSprite(0, 0, 'plains_a');
this.base = scene.addFieldSprite(0, 0, 'plains_a', null, 1);
this.base.setOrigin(0, 0);
this.props = !player ?
new Array(3).fill(null).map(() => {
const ret = scene.addFieldSprite(0, 0, 'plains_b');
const ret = scene.addFieldSprite(0, 0, 'plains_b', null, 1);
ret.setOrigin(0, 0);
ret.setVisible(false);
return ret;