[Refactor] Refactor boss health segment calculation to improve clarity (#6574)

* Refactor boss health bar

* Apply Kev's suggestions from code review

Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
This commit is contained in:
Sirz Benjie 2025-09-22 20:08:39 -05:00 committed by GitHub
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commit 8d5ba221d8
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4 changed files with 144 additions and 37 deletions

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@ -170,6 +170,7 @@ import {
rgbToHsv,
toDmgValue,
} from "#utils/common";
import { calculateBossSegmentDamage } from "#utils/damage";
import { getEnumValues } from "#utils/enums";
import { getFusedSpeciesName, getPokemonSpecies, getPokemonSpeciesForm } from "#utils/pokemon-utils";
import { argbFromRgba, QuantizerCelebi, rgbaFromArgb } from "@material/material-color-utilities";
@ -6764,32 +6765,17 @@ export class EnemyPokemon extends Pokemon {
return 0;
}
const segmentSize = this.getMaxHp() / this.bossSegments;
let clearedBossSegmentIndex = this.isBoss() ? this.bossSegmentIndex + 1 : 0;
if (this.isBoss() && !ignoreSegments) {
const segmentSize = this.getMaxHp() / this.bossSegments;
for (let s = this.bossSegmentIndex; s > 0; s--) {
const hpThreshold = segmentSize * s;
const roundedHpThreshold = Math.round(hpThreshold);
if (this.hp >= roundedHpThreshold) {
if (this.hp - damage <= roundedHpThreshold) {
const hpRemainder = this.hp - roundedHpThreshold;
let segmentsBypassed = 0;
while (
segmentsBypassed < this.bossSegmentIndex
&& this.canBypassBossSegments(segmentsBypassed + 1)
&& damage - hpRemainder >= Math.round(segmentSize * Math.pow(2, segmentsBypassed + 1))
) {
segmentsBypassed++;
//console.log('damage', damage, 'segment', segmentsBypassed + 1, 'segment size', segmentSize, 'damage needed', Math.round(segmentSize * Math.pow(2, segmentsBypassed + 1)));
}
damage = toDmgValue(this.hp - hpThreshold + segmentSize * segmentsBypassed);
clearedBossSegmentIndex = s - segmentsBypassed;
}
break;
}
}
[damage, clearedBossSegmentIndex] = calculateBossSegmentDamage(
damage,
this.hp,
segmentSize,
this.getMinimumSegmentIndex(),
);
}
switch (globalScene.currentBattle.battleSpec) {
@ -6803,7 +6789,6 @@ export class EnemyPokemon extends Pokemon {
if (this.isBoss()) {
if (ignoreSegments) {
const segmentSize = this.getMaxHp() / this.bossSegments;
clearedBossSegmentIndex = Math.ceil(this.hp / segmentSize);
}
if (clearedBossSegmentIndex <= this.bossSegmentIndex) {
@ -6815,16 +6800,12 @@ export class EnemyPokemon extends Pokemon {
return ret;
}
private canBypassBossSegments(segmentCount = 1): boolean {
if (
globalScene.currentBattle.battleSpec === BattleSpec.FINAL_BOSS
&& !this.formIndex
&& this.bossSegmentIndex - segmentCount < 1
) {
return false;
private getMinimumSegmentIndex(): number {
if (globalScene.currentBattle.battleSpec === BattleSpec.FINAL_BOSS && !this.formIndex) {
return 1;
}
return true;
return 0;
}
/**

65
src/utils/damage.ts Normal file
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@ -0,0 +1,65 @@
/*
* SPDX-Copyright-Text: 2025 Pagefault Games
*
* SPDX-License-Identifier: AGPL-3.0-only
*/
/**
* Utility functions relating to damage calculations.
* @module
*/
import { toDmgValue } from "#utils/common";
/**
* Calculate the adjusted damage and number of boss segments bypassed for a damage interaction
* @param damage - The raw damage dealt.
* @param currentHp - The target's current HP
* @param segmentHp - The HP in each segment (total HP / number of segments)
* @param minSegmentIndex - The minimum segment index that can be cleared; default `0` (all segments). Used for the final boss
* @returns A tuple consisting of the adjusted damage and index of the boss segment the target is in after damage is applied.
*/
export function calculateBossSegmentDamage(
damage: number,
currentHp: number,
segmentHp: number,
minSegmentIndex = 0,
): [adjustedDamage: number, clearedBossSegmentIndex: number] {
const segmentIndex = Math.ceil(currentHp / segmentHp) - 1;
if (segmentIndex <= 0) {
return [damage, 1];
}
/**
* The HP that the current segment ends at.
*
* @example
* If a Pokemon has 3 segments and 300 max HP, each segment is 100 HP.
* In the first iteration, this would be 200 HP, as the first segment ends at 200 HP.
*/
const segmentThreshold = segmentHp * segmentIndex;
const roundedSegmentThreshold = Math.round(segmentThreshold);
const remainingSegmentHp = currentHp - roundedSegmentThreshold;
const leftoverDamage = damage - remainingSegmentHp;
// Insufficient damage to get down to current segment HP, return original damage
// Segment index + 1 because this segment is not considered cleared
if (leftoverDamage < 0) {
return [damage, segmentIndex + 1];
}
if (leftoverDamage === 0) {
return [damage, segmentIndex];
}
// Breaking the nth segment requires dealing at least segmentHp * 2^(n-1) damage
// and must ensure at least `segmentIndex - minSegmentIndex` segments remain
const segmentsBypassed = Math.min(
Math.max(Math.floor(Math.log2(leftoverDamage / segmentHp)), 0),
segmentIndex - minSegmentIndex,
);
const adjustedDamage = toDmgValue(currentHp - segmentThreshold + segmentHp * segmentsBypassed);
const clearedBossSegmentIndex = segmentIndex - segmentsBypassed;
return [adjustedDamage, clearedBossSegmentIndex];
}

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@ -1,7 +1,7 @@
import { AbilityId } from "#enums/ability-id";
import { MoveId } from "#enums/move-id";
import { SpeciesId } from "#enums/species-id";
import { EFFECTIVE_STATS } from "#enums/stat";
import { EFFECTIVE_STATS, Stat } from "#enums/stat";
import type { EnemyPokemon } from "#field/pokemon";
import { GameManager } from "#test/test-utils/game-manager";
import { toDmgValue } from "#utils/common";
@ -73,8 +73,9 @@ describe("Boss Pokemon / Shields", () => {
expect(boss2.bossSegments).toBe(2);
});
it("shields should stop overflow damage and give stat stage boosts when broken", async () => {
game.override.startingWave(150); // Floor 150 > 2 shields / 3 health segments
// TODO: This test is flaky. It passes when run individually, but not in tandem with others
it.todo("shields should stop overflow damage and give stat stage boosts when broken", async () => {
game.override.startingWave(150).startingLevel(5000); // Floor 150 > 2 shields / 3 health segments
await game.classicMode.startBattle([SpeciesId.MEWTWO]);
@ -137,14 +138,17 @@ describe("Boss Pokemon / Shields", () => {
it("the number of stat stage boosts is consistent when several shields are broken at once", async () => {
const shieldsToBreak = 4;
const segmentHp = 100;
game.override.battleStyle("double").enemyHealthSegments(shieldsToBreak + 1);
await game.classicMode.startBattle([SpeciesId.MEWTWO]);
const boss1 = game.field.getEnemyPokemon();
const boss1SegmentHp = boss1.getMaxHp() / boss1.bossSegments;
const singleShieldDamage = Math.ceil(boss1SegmentHp);
boss1.setStat(Stat.HP, (shieldsToBreak + 1) * segmentHp); // Set HP to a known value for easier calculations
boss1.hp = boss1.getMaxHp();
const boss1SegmentHp = segmentHp;
const singleShieldDamage = boss1SegmentHp; // Damage to break a single shield
expect(boss1.isBoss()).toBe(true);
expect(boss1.bossSegments).toBe(shieldsToBreak + 1);
expect(boss1.bossSegmentIndex).toBe(shieldsToBreak);

57
test/utils/damage.test.ts Normal file
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@ -0,0 +1,57 @@
import { calculateBossSegmentDamage } from "#utils/damage";
import { describe, expect, it } from "vitest";
describe("Unit Test - calculateBossSegmentDamage", () => {
it("Allows multiple segments to be cleared", () => {
// Deal 850 damage to a target with 800 max HP that has 8 segments.
const [adjusted, clearedIndex] = calculateBossSegmentDamage(850, 800, 100);
expect(adjusted).toEqual(300);
expect(clearedIndex).toEqual(5);
});
it("returns original damage and next segment index if damage is insufficient to clear current segment", () => {
// segmentHp = 100, currentHp = 250 (segmentIndex = 2), damage = 30
// remainingSegmentHp = 250 - 200 = 50, leftoverDamage = 30 - 50 = -20
const [adjusted, clearedIndex] = calculateBossSegmentDamage(30, 250, 100);
expect(adjusted).toBe(30);
expect(clearedIndex).toBe(3); // segmentIndex + 1
});
it("returns adjusted damage and decremented segment index when damage clears one segment", () => {
// segmentHp = 100, currentHp = 250 (segmentIndex = 2), damage = 60
// remainingSegmentHp = 50, leftoverDamage = 10
const [adjusted, clearedIndex] = calculateBossSegmentDamage(60, 250, 100);
expect(adjusted).toBeGreaterThanOrEqual(50); // at least remainingSegmentHp
expect(clearedIndex).toBe(2); // segmentIndex - segmentsBypassed (0)
});
it("handles exact segment boundary", () => {
// segmentHp = 100, currentHp = 200 (segmentIndex = 1), damage = 150
// remainingSegmentHp = 200 = 100, leftoverDamage = 0
const [adjusted, clearedIndex] = calculateBossSegmentDamage(150, 200, 100);
expect(adjusted).toBe(100);
expect(clearedIndex).toBe(1);
});
it("handles exact segment boundary for small damage", () => {
// segmentHp = 100, currentHp = 200 (segmentIndex = 1), damage = 150
// remainingSegmentHp = 200 = 100, leftoverDamage = 0
const [adjusted, clearedIndex] = calculateBossSegmentDamage(50, 200, 100);
expect(adjusted).toBe(50);
expect(clearedIndex).toBe(2);
});
it("handles single segment case", () => {
// segmentHp = 100, currentHp = 100, damage = 50
const [adjusted, clearedIndex] = calculateBossSegmentDamage(50, 100, 100);
expect(adjusted).toBe(50);
expect(clearedIndex).toBe(1);
});
it("handles zero damage", () => {
// segmentHp = 100, currentHp = 250, damage = 0
const [adjusted, clearedIndex] = calculateBossSegmentDamage(0, 250, 100);
expect(adjusted).toBe(0);
expect(clearedIndex).toBe(3);
});
});