pokerogue/src/ui/text.ts
ImperialSympathizer acb2b66be4
[Feature] Add Mystery Encounters to the game (#3938)
* add .github/workflows/mystery-event.yml

* update mystery-event.yml

* mystery encounters: resolve review comments:

Lost at Sea:
-fix typo in handlePokemonGuidingYouPhase function

Mysterious Chest:
- remove obsolete commented code

mystery-encounter.ts
- remove unused `onDone` field from MysteryEncounterBuilder

* fix typo in CanLearnMoveRequirementOptions

* remove redundance from Pokemon.isAllowedInBattle()

* chore: jsdoc formatting

* fix lost-at-sea tests

* add fallback for biomeMysteryEncounters if empty

* lost-at-sea-encounter: fix and extend tests

* move "battle:fainted" into `koPlayerPokemon`

* add retries to quick-draw tests

* fix lost-at-sea-encounter tests

* clean up battle animation logic

* Update and rename mystery-event.yml to mystery-events.yml

* Update mystery-events.yml

* Fix typo

* Update mystery-events.yml

Fix debug runs

* clean up unit tests and utils

* attach github issues to all encounter jsdocs

* start dialogue refactor

* update sleeping snorlax encounter

* migrate encounters dialogue to new format

* cleanup and add jsdocs

* finish fiery fallout encounter

* fix unit test breaks

* add skeleton tests to fiery fallout

* commit latest test changes

* finish unit tests for fiery fallout

* bug fix for empty modifier shop

* stash working changes

* stash changes

* Update src/data/mystery-encounters/encounters/fiery-fallout-encounter.ts

Co-authored-by: flx-sta <50131232+flx-sta@users.noreply.github.com>

* Update src/test/utils/overridesHelper.ts

Co-authored-by: flx-sta <50131232+flx-sta@users.noreply.github.com>

* Update src/test/utils/overridesHelper.ts

Co-authored-by: flx-sta <50131232+flx-sta@users.noreply.github.com>

* Update src/test/utils/overridesHelper.ts

Co-authored-by: flx-sta <50131232+flx-sta@users.noreply.github.com>

* Update src/test/utils/overridesHelper.ts

Co-authored-by: flx-sta <50131232+flx-sta@users.noreply.github.com>

* Update src/data/mystery-encounters/encounters/fiery-fallout-encounter.ts

Co-authored-by: flx-sta <50131232+flx-sta@users.noreply.github.com>

* Update src/data/battle-anims.ts

Co-authored-by: flx-sta <50131232+flx-sta@users.noreply.github.com>

* nit updates and cleanup

* Update src/data/mystery-encounters/encounters/fiery-fallout-encounter.ts

Co-authored-by: flx-sta <50131232+flx-sta@users.noreply.github.com>

* Apply suggestions from code review

Co-authored-by: flx-sta <50131232+flx-sta@users.noreply.github.com>

* add jsdocs and more cleanup

* add more jsdoc

* add the strong stuff encounter

* add the strong stuff encounter and more unit tests

* cleanup container length checks in ME ui

* add retries to tests

* add retries to tests

* fix trainer wave disable override

* add shuckle juice modifier

* add dialogue bug fixes

* add dialogue bug fixes

* add pokemon salesman encounter and affects pokedex UI display

* add unit tests for pokemon salesman

* temp stash

* add offer you can't refuse

* add unit tests for offer you can't refuse encounter

* remove unnecessary prompt handlers

* add tests for disabled encounter options

* add delibird-y encounter

* add delibird-y encounter

* add absolute avarice encounter

* finish absolute avarice encounter

* add unit tests and enhancements for item overrides in tests

* fix unit test

* cleanup absolute avarice PR

* small bug fixes with latest sync from main

* update visuals loading for safari and stat trainer visuals

* update visuals loading for safari and stat trainer visuals

* update a trainer's test encounter and add unit tests

* add Trash to Treasure encounter

* clean up trash to treasure encounter

* clean up trash to treasure encounter

* add berries abound encounter

* start clowning around encounter

* first implementation pass at clowning around

* add unit tests for clowning around

* add unit tests for clowning around

* clean up ME unit tests

* clean up unit tests

* update unit tests

* add part timer and dancing lessons encounters

* add unit tests for Dancing Lessons and Part-Timer

* reordered biome list and adjusted redirection for project and labels

* Add Weird Dream encounter and slight reworks to Berries Abound/Fight or Flight

* adjusting yml to match new labels

* fix yml whoopsie

* Expanded 'Weird Dream' banlist and fixed a bug with the BST bump range

* adds Winstrate Challenge mystery encounter

* small cleanup for winstrates

* add unit tests for Winstrate Challenge

* fix pokemon not returning after winstrate battle

* commit latest beta merge updates

* fix ME null checks and unit tests with beta update

* fix ME null checks and unit tests with beta update

* MEs to pokerogue beta branch

* test dialogue changes

* test patch fix

* test patch fix

* test patch fix

* adds teleporting hijinks encounter

* add unit tests for Teleporting Hijinks

* small change to teleporting hijinks dialogue

* migrate ME translations to json

* add retries to berries-abound.Option1: should reward the player with X berries based on wave

* add missing ME dialogue back in

* revert template changes

* add ME unique trainer dialogue to both dialogue jsons

* fix hanging comma in json

* fix broken imports

* resolve lint issues

* fix flaky test

* balance tweaks to a few MEs, updates to bug superfan

* add unit tests for Bug-Type Superfan and clean up dialogue

* Adds Fun and Games mystery encounter

* add unit tests for Fun and Games encounter

* update jsdoc

* small ME balance changes

* small ME balance changes

* Adds Uncommon Breed ME and misc. ME bug fixes

* Update getFinalSessionData() to collect Mystery Encounter data

* adds GTS encounter

* various ME bug fixes and balance changes

* latest ME bug fixes

* clean up GTS Encounter and add unit tests

* small cleanup to MEs branch

* add BGM music names for ME music

* bug fixes and balance changes for MEs

* ME data schema updates

* balance changes and bug fixes to MEs

* balance changes and bug fixes to MEs

* update tests for MEs

* add jsdoc to party exp function

* dialogue updates and test fixes for MEs

* dialogue updates and test fixes for MEs

* PR suggestions and fixees

* stash PR feedback and bugfixes

* fix all tests for MEs and cleanup

* PR feedback

* update flaky ME test

* update tests, bug fix MEs, and sprite assets

* remove unintentional console log

* re-enable stubbed function for Phaser text styling

* handle undefined introVisuals properly

* PR feedback from NightKev

* disable Uncommon Breed tests

* locales updates and bug fixes for safari zone

* more PR feedback and update field trip with Rarer Candy

* fix unit test

* Change how reroll button gets disabled in Modifier Shop Phase

* update continue button text logic

* Update src/ui/modifier-select-ui-handler.ts

Co-authored-by: flx-sta <50131232+flx-sta@users.noreply.github.com>

* fix money formatting and some nits

* more nits

* more nits

* update ME tsdocs with links

* update ME tsdocs with links

---------

Co-authored-by: Felix Staud <felix.staud@headwire.com>
Co-authored-by: flx-sta <50131232+flx-sta@users.noreply.github.com>
Co-authored-by: ImperialSympathizer <imperialsympathizer@gmail.com>
Co-authored-by: InnocentGameDev <asdargmng@gmail.com>
Co-authored-by: Mumble <171087428+frutescens@users.noreply.github.com>
2024-09-14 03:05:58 +01:00

367 lines
12 KiB
TypeScript

import { EggTier } from "#enums/egg-type";
import { UiTheme } from "#enums/ui-theme";
import Phaser from "phaser";
import BBCodeText from "phaser3-rex-plugins/plugins/gameobjects/tagtext/bbcodetext/BBCodeText";
import InputText from "phaser3-rex-plugins/plugins/inputtext";
import BattleScene from "../battle-scene";
import { ModifierTier } from "../modifier/modifier-tier";
import i18next from "#app/plugins/i18n";
export enum TextStyle {
MESSAGE,
WINDOW,
WINDOW_ALT,
BATTLE_INFO,
PARTY,
PARTY_RED,
SUMMARY,
SUMMARY_ALT,
SUMMARY_RED,
SUMMARY_BLUE,
SUMMARY_PINK,
SUMMARY_GOLD,
SUMMARY_GRAY,
SUMMARY_GREEN,
MONEY,
STATS_LABEL,
STATS_VALUE,
SETTINGS_VALUE,
SETTINGS_LABEL,
SETTINGS_SELECTED,
SETTINGS_LOCKED,
TOOLTIP_TITLE,
TOOLTIP_CONTENT,
MOVE_INFO_CONTENT,
MOVE_PP_FULL,
MOVE_PP_HALF_FULL,
MOVE_PP_NEAR_EMPTY,
MOVE_PP_EMPTY,
SMALLER_WINDOW_ALT,
BGM_BAR,
PERFECT_IV
}
export interface TextStyleOptions {
scale: number,
styleOptions: Phaser.Types.GameObjects.Text.TextStyle | InputText.IConfig,
shadowColor: string,
shadowXpos: number,
shadowYpos: number
}
export function addTextObject(scene: Phaser.Scene, x: number, y: number, content: string, style: TextStyle, extraStyleOptions?: Phaser.Types.GameObjects.Text.TextStyle): Phaser.GameObjects.Text {
const { scale, styleOptions, shadowColor, shadowXpos, shadowYpos } = getTextStyleOptions(style, (scene as BattleScene).uiTheme, extraStyleOptions);
const ret = scene.add.text(x, y, content, styleOptions);
ret.setScale(scale);
ret.setShadow(shadowXpos, shadowYpos, shadowColor);
if (!(styleOptions as Phaser.Types.GameObjects.Text.TextStyle).lineSpacing) {
ret.setLineSpacing(scale * 30);
}
if (ret.lineSpacing < 12 && i18next.resolvedLanguage === "ja") {
ret.setLineSpacing(ret.lineSpacing + 35);
}
return ret;
}
export function setTextStyle(obj: Phaser.GameObjects.Text, scene: Phaser.Scene, style: TextStyle, extraStyleOptions?: Phaser.Types.GameObjects.Text.TextStyle) {
const { scale, styleOptions, shadowColor, shadowXpos, shadowYpos } = getTextStyleOptions(style, (scene as BattleScene).uiTheme, extraStyleOptions);
obj.setScale(scale);
obj.setShadow(shadowXpos, shadowYpos, shadowColor);
if (!(styleOptions as Phaser.Types.GameObjects.Text.TextStyle).lineSpacing) {
obj.setLineSpacing(scale * 30);
}
if (obj.lineSpacing < 12 && i18next.resolvedLanguage === "ja") {
obj.setLineSpacing(obj.lineSpacing + 35);
}
}
export function addBBCodeTextObject(scene: Phaser.Scene, x: number, y: number, content: string, style: TextStyle, extraStyleOptions?: Phaser.Types.GameObjects.Text.TextStyle): BBCodeText {
const { scale, styleOptions, shadowColor, shadowXpos, shadowYpos } = getTextStyleOptions(style, (scene as BattleScene).uiTheme, extraStyleOptions);
const ret = new BBCodeText(scene, x, y, content, styleOptions as BBCodeText.TextStyle);
scene.add.existing(ret);
ret.setScale(scale);
ret.setShadow(shadowXpos, shadowYpos, shadowColor);
if (!(styleOptions as BBCodeText.TextStyle).lineSpacing) {
ret.setLineSpacing(scale * 60);
}
if (ret.lineSpacing < 12 && i18next.resolvedLanguage === "ja") {
ret.setLineSpacing(ret.lineSpacing + 35);
}
return ret;
}
export function addTextInputObject(scene: Phaser.Scene, x: number, y: number, width: number, height: number, style: TextStyle, extraStyleOptions?: InputText.IConfig): InputText {
const { scale, styleOptions } = getTextStyleOptions(style, (scene as BattleScene).uiTheme, extraStyleOptions);
const ret = new InputText(scene, x, y, width, height, styleOptions as InputText.IConfig);
scene.add.existing(ret);
ret.setScale(scale);
return ret;
}
export function getTextStyleOptions(style: TextStyle, uiTheme: UiTheme, extraStyleOptions?: Phaser.Types.GameObjects.Text.TextStyle): TextStyleOptions {
const lang = i18next.resolvedLanguage;
let shadowXpos = 4;
let shadowYpos = 5;
let scale = 0.1666666667;
const defaultFontSize = 96;
let styleOptions: Phaser.Types.GameObjects.Text.TextStyle = {
fontFamily: "emerald",
fontSize: 96,
color: getTextColor(style, false, uiTheme),
padding: {
bottom: 6
}
};
if (i18next.resolvedLanguage === "ja") {
scale = 0.1388888889;
styleOptions.padding = { top:2, bottom:4 };
}
switch (style) {
case TextStyle.SUMMARY:
case TextStyle.SUMMARY_ALT:
case TextStyle.SUMMARY_BLUE:
case TextStyle.SUMMARY_RED:
case TextStyle.SUMMARY_PINK:
case TextStyle.SUMMARY_GOLD:
case TextStyle.SUMMARY_GRAY:
case TextStyle.SUMMARY_GREEN:
case TextStyle.WINDOW:
case TextStyle.WINDOW_ALT:
shadowXpos = 3;
shadowYpos = 3;
break;
case TextStyle.STATS_LABEL:
let fontSizeLabel = "96px";
switch (lang) {
case "de":
shadowXpos = 3;
shadowYpos = 3;
fontSizeLabel = "80px";
break;
default:
fontSizeLabel = "96px";
break;
}
styleOptions.fontSize = fontSizeLabel;
break;
case TextStyle.STATS_VALUE:
shadowXpos = 3;
shadowYpos = 3;
let fontSizeValue = "96px";
switch (lang) {
case "de":
fontSizeValue = "80px";
break;
default:
fontSizeValue = "96px";
break;
}
styleOptions.fontSize = fontSizeValue;
break;
case TextStyle.MESSAGE:
case TextStyle.SETTINGS_LABEL:
case TextStyle.SETTINGS_LOCKED:
case TextStyle.SETTINGS_SELECTED:
break;
case TextStyle.BATTLE_INFO:
case TextStyle.MONEY:
case TextStyle.TOOLTIP_TITLE:
styleOptions.fontSize = defaultFontSize - 24;
shadowXpos = 3.5;
shadowYpos = 3.5;
break;
case TextStyle.PARTY:
case TextStyle.PARTY_RED:
styleOptions.fontSize = defaultFontSize - 30;
styleOptions.fontFamily = "pkmnems";
break;
case TextStyle.TOOLTIP_CONTENT:
styleOptions.fontSize = defaultFontSize - 32;
shadowXpos = 3;
shadowYpos = 3;
break;
case TextStyle.MOVE_INFO_CONTENT:
styleOptions.fontSize = defaultFontSize - 40;
shadowXpos = 3;
shadowYpos = 3;
break;
case TextStyle.SMALLER_WINDOW_ALT:
styleOptions.fontSize = defaultFontSize - 36;
shadowXpos = 3;
shadowYpos = 3;
break;
case TextStyle.BGM_BAR:
styleOptions.fontSize = defaultFontSize - 24;
shadowXpos = 3;
shadowYpos = 3;
break;
}
const shadowColor = getTextColor(style, true, uiTheme);
if (extraStyleOptions) {
if (extraStyleOptions.fontSize) {
const sizeRatio = parseInt(extraStyleOptions.fontSize.toString().slice(0, -2)) / parseInt(styleOptions.fontSize?.toString().slice(0, -2) ?? "1");
shadowXpos *= sizeRatio;
}
styleOptions = Object.assign(styleOptions, extraStyleOptions);
}
return { scale, styleOptions, shadowColor, shadowXpos, shadowYpos };
}
export function getBBCodeFrag(content: string, textStyle: TextStyle, uiTheme: UiTheme = UiTheme.DEFAULT): string {
return `[color=${getTextColor(textStyle, false, uiTheme)}][shadow=${getTextColor(textStyle, true, uiTheme)}]${content}`;
}
/**
* Should only be used with BBCodeText (see {@linkcode addBBCodeTextObject()})
* This does NOT work with UI showText() or showDialogue() methods.
* Method will do pattern match/replace and apply BBCode color/shadow styling to substrings within the content:
* @[<TextStyle>]{<text to color>}
*
* Example: passing a content string of "@[SUMMARY_BLUE]{blue text} primaryStyle text @[SUMMARY_RED]{red text}" will result in:
* - "blue text" with TextStyle.SUMMARY_BLUE applied
* - " primaryStyle text " with primaryStyle TextStyle applied
* - "red text" with TextStyle.SUMMARY_RED applied
* @param content string with styling that need to be applied for BBCodeTextObject
* @param primaryStyle Primary style is required in order to escape BBCode styling properly.
* @param uiTheme
*/
export function getTextWithColors(content: string, primaryStyle: TextStyle, uiTheme: UiTheme = UiTheme.DEFAULT): string {
// Apply primary styling before anything else
let text = getBBCodeFrag(content, primaryStyle, uiTheme) + "[/color][/shadow]";
const primaryStyleString = [...text.match(new RegExp(/\[color=[^\[]*\]\[shadow=[^\[]*\]/i))!][0];
// Set custom colors
text = text.replace(/@\[([^{]*)\]{([^}]*)}/gi, (substring, textStyle: string, textToColor: string) => {
return "[/color][/shadow]" + getBBCodeFrag(textToColor, TextStyle[textStyle], uiTheme) + "[/color][/shadow]" + primaryStyleString;
});
// Remove extra style block at the end
return text.replace(/\[color=[^\[]*\]\[shadow=[^\[]*\]\[\/color\]\[\/shadow\]/gi, "");
}
export function getTextColor(textStyle: TextStyle, shadow?: boolean, uiTheme: UiTheme = UiTheme.DEFAULT): string {
const isLegacyTheme = uiTheme === UiTheme.LEGACY;
switch (textStyle) {
case TextStyle.MESSAGE:
return !shadow ? "#f8f8f8" : "#6b5a73";
case TextStyle.WINDOW:
case TextStyle.MOVE_INFO_CONTENT:
case TextStyle.MOVE_PP_FULL:
case TextStyle.TOOLTIP_CONTENT:
case TextStyle.SETTINGS_VALUE:
if (isLegacyTheme) {
return !shadow ? "#484848" : "#d0d0c8";
}
return !shadow ? "#f8f8f8" : "#6b5a73";
case TextStyle.MOVE_PP_HALF_FULL:
if (isLegacyTheme) {
return !shadow ? "#a68e17" : "#ebd773";
}
return !shadow ? "#ccbe00" : "#6e672c";
case TextStyle.MOVE_PP_NEAR_EMPTY:
if (isLegacyTheme) {
return !shadow ? "#d64b00" : "#f7b18b";
}
return !shadow ? "#d64b00" : "#69402a";
case TextStyle.MOVE_PP_EMPTY:
if (isLegacyTheme) {
return !shadow ? "#e13d3d" : "#fca2a2";
}
return !shadow ? "#e13d3d" : "#632929";
case TextStyle.WINDOW_ALT:
return !shadow ? "#484848" : "#d0d0c8";
case TextStyle.BATTLE_INFO:
if (isLegacyTheme) {
return !shadow ? "#404040" : "#ded6b5";
}
return !shadow ? "#f8f8f8" : "#6b5a73";
case TextStyle.PARTY:
return !shadow ? "#f8f8f8" : "#707070";
case TextStyle.PARTY_RED:
return !shadow ? "#f89890" : "#984038";
case TextStyle.SUMMARY:
return !shadow ? "#f8f8f8" : "#636363";
case TextStyle.SUMMARY_ALT:
if (isLegacyTheme) {
return !shadow ? "#f8f8f8" : "#636363";
}
return !shadow ? "#484848" : "#d0d0c8";
case TextStyle.SUMMARY_RED:
case TextStyle.TOOLTIP_TITLE:
return !shadow ? "#e70808" : "#ffbd73";
case TextStyle.SUMMARY_BLUE:
return !shadow ? "#40c8f8" : "#006090";
case TextStyle.SUMMARY_PINK:
return !shadow ? "#f89890" : "#984038";
case TextStyle.SUMMARY_GOLD:
case TextStyle.MONEY:
return !shadow ? "#e8e8a8" : "#a0a060";
case TextStyle.SETTINGS_LOCKED:
case TextStyle.SUMMARY_GRAY:
return !shadow ? "#a0a0a0" : "#636363";
case TextStyle.STATS_LABEL:
return !shadow ? "#f8b050" : "#c07800";
case TextStyle.STATS_VALUE:
if (isLegacyTheme) {
return !shadow ? "#484848" : "#d0d0c8";
}
return !shadow ? "#f8f8f8" : "#6b5a73";
case TextStyle.SUMMARY_GREEN:
return !shadow ? "#78c850" : "#306850";
case TextStyle.SETTINGS_LABEL:
case TextStyle.PERFECT_IV:
return !shadow ? "#f8b050" : "#c07800";
case TextStyle.SETTINGS_SELECTED:
return !shadow ? "#f88880" : "#f83018";
case TextStyle.SMALLER_WINDOW_ALT:
return !shadow ? "#484848" : "#d0d0c8";
case TextStyle.BGM_BAR:
return !shadow ? "#f8f8f8" : "#6b5a73";
}
}
export function getModifierTierTextTint(tier: ModifierTier): integer {
switch (tier) {
case ModifierTier.COMMON:
return 0xf8f8f8;
case ModifierTier.GREAT:
return 0x4998f8;
case ModifierTier.ULTRA:
return 0xf8d038;
case ModifierTier.ROGUE:
return 0xdb4343;
case ModifierTier.MASTER:
return 0xe331c5;
case ModifierTier.LUXURY:
return 0xe74c18;
}
}
export function getEggTierTextTint(tier: EggTier): integer {
switch (tier) {
case EggTier.COMMON:
return getModifierTierTextTint(ModifierTier.COMMON);
case EggTier.GREAT:
return getModifierTierTextTint(ModifierTier.GREAT);
case EggTier.ULTRA:
return getModifierTierTextTint(ModifierTier.ULTRA);
case EggTier.MASTER:
return getModifierTierTextTint(ModifierTier.MASTER);
}
}