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* Remove unnecessary re-exports * Move `Type` enum to `src/enums/type.ts` * Remove import style change from `modifier-type.ts`
167 lines
7.1 KiB
TypeScript
167 lines
7.1 KiB
TypeScript
import { leaveEncounterWithoutBattle, transitionMysteryEncounterIntroVisuals, updatePlayerMoney, } from "#app/data/mystery-encounters/utils/encounter-phase-utils";
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import { isNullOrUndefined, randSeedInt } from "#app/utils";
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import { MysteryEncounterType } from "#enums/mystery-encounter-type";
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import BattleScene from "#app/battle-scene";
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import MysteryEncounter, { MysteryEncounterBuilder } from "#app/data/mystery-encounters/mystery-encounter";
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import { MoneyRequirement } from "#app/data/mystery-encounters/mystery-encounter-requirements";
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import { catchPokemon, getRandomSpeciesByStarterTier, getSpriteKeysFromPokemon } from "#app/data/mystery-encounters/utils/encounter-pokemon-utils";
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import { getPokemonSpecies } from "#app/data/pokemon-species";
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import { speciesStarterCosts } from "#app/data/balance/starters";
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import { Species } from "#enums/species";
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import { PokeballType } from "#enums/pokeball";
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import { EnemyPokemon, PlayerPokemon } from "#app/field/pokemon";
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import { MysteryEncounterOptionBuilder } from "#app/data/mystery-encounters/mystery-encounter-option";
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import { showEncounterDialogue } from "#app/data/mystery-encounters/utils/encounter-dialogue-utils";
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import PokemonData from "#app/system/pokemon-data";
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import { MysteryEncounterTier } from "#enums/mystery-encounter-tier";
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import { MysteryEncounterOptionMode } from "#enums/mystery-encounter-option-mode";
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import { CLASSIC_MODE_MYSTERY_ENCOUNTER_WAVES } from "#app/game-mode";
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import { Abilities } from "#enums/abilities";
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/** the i18n namespace for this encounter */
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const namespace = "mysteryEncounters/thePokemonSalesman";
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const MAX_POKEMON_PRICE_MULTIPLIER = 4;
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/** Odds of shiny magikarp will be 1/value */
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const SHINY_MAGIKARP_WEIGHT = 100;
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/**
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* Pokemon Salesman encounter.
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* @see {@link https://github.com/pagefaultgames/pokerogue/issues/3799 | GitHub Issue #3799}
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* @see For biome requirements check {@linkcode mysteryEncountersByBiome}
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*/
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export const ThePokemonSalesmanEncounter: MysteryEncounter =
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MysteryEncounterBuilder.withEncounterType(MysteryEncounterType.THE_POKEMON_SALESMAN)
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.withEncounterTier(MysteryEncounterTier.ULTRA)
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.withSceneWaveRangeRequirement(...CLASSIC_MODE_MYSTERY_ENCOUNTER_WAVES)
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.withSceneRequirement(new MoneyRequirement(0, MAX_POKEMON_PRICE_MULTIPLIER)) // Some costs may not be as significant, this is the max you'd pay
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.withAutoHideIntroVisuals(false)
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.withIntroSpriteConfigs([
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{
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spriteKey: "pokemon_salesman",
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fileRoot: "mystery-encounters",
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hasShadow: true
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}
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])
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.withIntroDialogue([
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{
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text: `${namespace}:intro`,
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},
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{
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text: `${namespace}:intro_dialogue`,
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speaker: `${namespace}:speaker`,
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},
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])
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.setLocalizationKey(`${namespace}`)
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.withTitle(`${namespace}:title`)
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.withDescription(`${namespace}:description`)
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.withQuery(`${namespace}:query`)
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.withOnInit((scene: BattleScene) => {
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const encounter = scene.currentBattle.mysteryEncounter!;
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let species = getPokemonSpecies(getRandomSpeciesByStarterTier([ 0, 5 ], undefined, undefined, false, false, false));
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let tries = 0;
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// Reroll any species that don't have HAs
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while ((isNullOrUndefined(species.abilityHidden) || species.abilityHidden === Abilities.NONE) && tries < 5) {
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species = getPokemonSpecies(getRandomSpeciesByStarterTier([ 0, 5 ], undefined, undefined, false, false, false));
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tries++;
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}
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let pokemon: PlayerPokemon;
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if (randSeedInt(SHINY_MAGIKARP_WEIGHT) === 0 || isNullOrUndefined(species.abilityHidden) || species.abilityHidden === Abilities.NONE) {
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// If no HA mon found or you roll 1%, give shiny Magikarp
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species = getPokemonSpecies(Species.MAGIKARP);
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const hiddenIndex = species.ability2 ? 2 : 1;
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pokemon = new PlayerPokemon(scene, species, 5, hiddenIndex, species.formIndex, undefined, true, 0);
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} else {
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const hiddenIndex = species.ability2 ? 2 : 1;
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pokemon = new PlayerPokemon(scene, species, 5, hiddenIndex, species.formIndex);
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}
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pokemon.generateAndPopulateMoveset();
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const { spriteKey, fileRoot } = getSpriteKeysFromPokemon(pokemon);
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encounter.spriteConfigs.push({
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spriteKey: spriteKey,
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fileRoot: fileRoot,
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hasShadow: true,
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repeat: true,
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isPokemon: true
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});
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const starterTier = speciesStarterCosts[species.speciesId];
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// Prices decrease by starter tier less than 5, but only reduces cost by half at max
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let priceMultiplier = MAX_POKEMON_PRICE_MULTIPLIER * (Math.max(starterTier, 2.5) / 5);
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if (pokemon.shiny) {
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// Always max price for shiny (flip HA back to normal), and add special messaging
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priceMultiplier = MAX_POKEMON_PRICE_MULTIPLIER;
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pokemon.abilityIndex = 0;
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encounter.dialogue.encounterOptionsDialogue!.description = `${namespace}:description_shiny`;
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encounter.options[0].dialogue!.buttonTooltip = `${namespace}:option.1.tooltip_shiny`;
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}
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const price = scene.getWaveMoneyAmount(priceMultiplier);
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encounter.setDialogueToken("purchasePokemon", pokemon.getNameToRender());
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encounter.setDialogueToken("price", price.toString());
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encounter.misc = {
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price: price,
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pokemon: pokemon
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};
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pokemon.calculateStats();
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return true;
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})
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.withOption(
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MysteryEncounterOptionBuilder
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.newOptionWithMode(MysteryEncounterOptionMode.DISABLED_OR_DEFAULT)
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.withHasDexProgress(true)
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.withSceneMoneyRequirement(0, MAX_POKEMON_PRICE_MULTIPLIER) // Wave scaling money multiplier of 2
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.withDialogue({
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buttonLabel: `${namespace}:option.1.label`,
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buttonTooltip: `${namespace}:option.1.tooltip`,
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selected: [
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{
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text: `${namespace}:option.1.selected_message`,
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}
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],
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})
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.withOptionPhase(async (scene: BattleScene) => {
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const encounter = scene.currentBattle.mysteryEncounter!;
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const price = encounter.misc.price;
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const purchasedPokemon = encounter.misc.pokemon as PlayerPokemon;
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// Update money
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updatePlayerMoney(scene, -price, true, false);
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// Show dialogue
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await showEncounterDialogue(scene, `${namespace}:option.1.selected_dialogue`, `${namespace}:speaker`);
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await transitionMysteryEncounterIntroVisuals(scene);
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// "Catch" purchased pokemon
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const data = new PokemonData(purchasedPokemon);
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data.player = false;
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await catchPokemon(scene, data.toPokemon(scene) as EnemyPokemon, null, PokeballType.POKEBALL, true, true);
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leaveEncounterWithoutBattle(scene, true);
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})
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.build()
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)
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.withSimpleOption(
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{
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buttonLabel: `${namespace}:option.2.label`,
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buttonTooltip: `${namespace}:option.2.tooltip`,
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selected: [
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{
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text: `${namespace}:option.2.selected`,
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},
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],
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},
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async (scene: BattleScene) => {
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// Leave encounter with no rewards or exp
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leaveEncounterWithoutBattle(scene, true);
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return true;
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}
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)
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.build();
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