Revert "Rework moveset generation logic and fix window selection crash"
This reverts commit 321c3f3e90
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pull/24/head
parent
321c3f3e90
commit
5e8b5c8ac7
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@ -767,10 +767,9 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
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for (let e = 0; e < evolutionChain.length; e++) {
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// TODO: Might need to pass specific form index in simulated evolution chain
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const speciesLevelMoves = getPokemonSpeciesForm(evolutionChain[e][0] as Species, this.formIndex).getLevelMoves();
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levelMoves.push(...speciesLevelMoves.filter(lm => (includeEvolutionMoves && !lm[0]) || ((!e || lm[0] > 1) && (e === evolutionChain.length - 1 || lm[0] <= evolutionChain[e + 1][1]))));
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levelMoves.push(...speciesLevelMoves.filter(lm => (includeEvolutionMoves && !lm[0]) || (lm[0] >= evolutionChain[e][1] && (e === evolutionChain.length - 1 || lm[0] <= evolutionChain[e + 1][1]))));
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}
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levelMoves.sort((lma: [integer, integer], lmb: [integer, integer]) => lma[0] < lmb[0] ? 1 : -1);
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const uniqueMoves: Moves[] = [];``
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const uniqueMoves: Moves[] = [];
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levelMoves = levelMoves.filter(lm => {
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if (uniqueMoves.find(m => m === lm[1]))
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return false;
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@ -927,14 +926,15 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
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});
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if (attackMovePool.length) {
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const randomAttackMove = Utils.randSeedEasedWeightedItem(attackMovePool);
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const randomAttackMove = Utils.randSeedWeightedItem(attackMovePool.reverse());
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this.moveset.push(new PokemonMove(randomAttackMove, 0, 0));
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movePool.splice(movePool.findIndex(m => m === randomAttackMove), 1);
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}
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while (movePool.length && this.moveset.length < 4) {
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const randomMove = Utils.randSeedEasedWeightedItem(movePool);
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const randomMove = Utils.randSeedWeightedItem(movePool.reverse());
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this.moveset.push(new PokemonMove(randomMove, 0, 0));
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console.log(allMoves[randomMove]);
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movePool.splice(movePool.indexOf(randomMove), 1);
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}
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@ -61,7 +61,7 @@ export function updateWindowType(scene: BattleScene, windowTypeIndex: integer):
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const windowObjects: [Phaser.GameObjects.NineSlice, WindowVariant][] = [];
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const themedObjects: Phaser.GameObjects.Image[] = [];
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const traverse = (object: any) => {
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if (object.hasOwnProperty('children') && object.children instanceof Phaser.GameObjects.DisplayList) {
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if (object.hasOwnProperty('children')) {
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const children = object.children as Phaser.GameObjects.DisplayList;
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for (let child of children.getAll())
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traverse(child);
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10
src/utils.ts
10
src/utils.ts
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@ -96,16 +96,6 @@ export function randSeedWeightedItem<T>(items: T[]): T {
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: Phaser.Math.RND.weightedPick(items);
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}
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export function randSeedEasedWeightedItem<T>(items: T[], easingFunction: string = 'Sine.easeIn'): T {
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if (!items.length)
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return null;
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if (items.length === 1)
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return items[0];
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const value = Phaser.Math.RND.realInRange(0, 1);
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const easedValue = Phaser.Tweens.Builders.GetEaseFunction(easingFunction)(value);
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return items[Math.floor(easedValue * items.length)];
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}
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export function getSunday(date: Date): Date {
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const day = date.getDay();
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const diff = date.getDate() - day;
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