pokerogue/src/data/type.ts
Leo Kim c112abbcd2
[Challenge] Inverse battle challenge (#3525)
* add inverse battle challenge. refactoring type.ts for inverse battle challenge

* update type integer -> number

* add inverse battle condition to thunder wave, conversion 2.

* add inverse_battle test code, add checking gameMode in runToSummon not to overwrite gameMode to CLASSIC always

* update startBattle with isClassicMode default = true

* add inverse achievement

* fix achv validation condition

* remove unnecessary new line

* update defaultWidth 160 -> 200

* update locales

* fix korean translation

* fix korean translation2

* Update src/locales/de/achv.ts

Co-authored-by: Jannik Tappert <38758606+CodeTappert@users.noreply.github.com>

* Update src/locales/de/challenges.ts

Co-authored-by: Jannik Tappert <38758606+CodeTappert@users.noreply.github.com>

* Update src/locales/de/challenges.ts

Co-authored-by: Jannik Tappert <38758606+CodeTappert@users.noreply.github.com>

* resize challenge description 96 -> 84

* update challenge select UI size.

* revert font size to 84. update de translation

* Update src/locales/fr/challenges.ts

Co-authored-by: Lugiad' <adrien.grivel@hotmail.fr>

* Update src/locales/fr/achv.ts

Co-authored-by: Lugiad' <adrien.grivel@hotmail.fr>

* Update src/locales/es/challenges.ts

Co-authored-by: Asdar <asdargmng@gmail.com>

* Update src/locales/fr/challenges.ts

Co-authored-by: Lugiad' <adrien.grivel@hotmail.fr>

* Update src/locales/fr/achv.ts

Co-authored-by: Lugiad' <adrien.grivel@hotmail.fr>

* Update src/locales/es/achv.ts

Co-authored-by: Asdar <asdargmng@gmail.com>

* Update src/locales/fr/achv.ts

Co-authored-by: Lugiad' <adrien.grivel@hotmail.fr>

* shrink de font size on achivement

* set middle align to achv title

* Update src/locales/zh_CN/achv.ts

Co-authored-by: mercurius-00 <80205689+mercurius-00@users.noreply.github.com>

* Update src/locales/zh_TW/achv.ts

Co-authored-by: mercurius-00 <80205689+mercurius-00@users.noreply.github.com>

* Update src/locales/zh_CN/challenges.ts

Co-authored-by: mercurius-00 <80205689+mercurius-00@users.noreply.github.com>

* Update src/locales/zh_TW/challenges.ts

Co-authored-by: mercurius-00 <80205689+mercurius-00@users.noreply.github.com>

* fix zh_TW ahiv.ts

* fix import code on inverse battle test for updated phase

* Update src/data/type.ts

Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>

* update requested changes

* Update src/locales/pt_BR/achv.ts

Co-authored-by: José Ricardo Fleury Oliveira <josefleury@discente.ufg.br>

* Update src/locales/pt_BR/achv.ts

Co-authored-by: José Ricardo Fleury Oliveira <josefleury@discente.ufg.br>

* Update src/locales/pt_BR/challenges.ts

Co-authored-by: José Ricardo Fleury Oliveira <josefleury@discente.ufg.br>

* [draft] update inverse battle apply function

* change the way how to use applyChallenge for inverse type

* resolve confilct

* fix test codes

* remove unnecessary multiplier variable and break codes

* update getTypeDamageMultiplier argument type from `number` to `Type`

* Fix inverse types tests (#1)

* Fix Inverse Battle tests

* Add timeout parameter to tests

* update requested changes

* update requested changes

* update requested changes2

* update comments

* Update src/test/utils/helpers/challengeModeHelper.ts

Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>

* Update src/test/utils/helpers/challengeModeHelper.ts

Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>

* fix mis pasted code

* revert loadChallenge code for  FreshStartChallenge

* code refactoring

* restore challenge.json lost translations

* revert UI changes

* revert unreverted newlines

* Run History inclusion

* requested changes from torranx

* update WaterSuperEffectTypeMultiplierAttr for inverse battle matchup.

* fix test code. adding flying press test code

* update requested change from xavion3

* updated requested change from xavion 2

* update requested changes from xavion 3

* remove exception code which is not valid

* attach partial mark to Freeze dry. requested by xavion

* add missing game over phase code when we delete old phases.ts

* fix test codes

* merge conflict

* fix achv condition

* updated achv block condition. we don't want to change desc now

* resolve conflict

* Eternatus Moveset Tinkering

* Cleaning it up

---------

Co-authored-by: Jannik Tappert <38758606+CodeTappert@users.noreply.github.com>
Co-authored-by: Lugiad' <adrien.grivel@hotmail.fr>
Co-authored-by: Asdar <asdargmng@gmail.com>
Co-authored-by: mercurius-00 <80205689+mercurius-00@users.noreply.github.com>
Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
Co-authored-by: José Ricardo Fleury Oliveira <josefleury@discente.ufg.br>
Co-authored-by: flx-sta <50131232+flx-sta@users.noreply.github.com>
Co-authored-by: frutescens <info@laptop>
2024-08-29 19:59:33 +01:00

381 lines
7.1 KiB
TypeScript

export enum Type {
UNKNOWN = -1,
NORMAL = 0,
FIGHTING,
FLYING,
POISON,
GROUND,
ROCK,
BUG,
GHOST,
STEEL,
FIRE,
WATER,
GRASS,
ELECTRIC,
PSYCHIC,
ICE,
DRAGON,
DARK,
FAIRY,
STELLAR
}
export type TypeDamageMultiplier = 0 | 0.125 | 0.25 | 0.5 | 1 | 2 | 4 | 8;
export function getTypeDamageMultiplier(attackType: Type, defType: Type): TypeDamageMultiplier {
if (attackType === Type.UNKNOWN || defType === Type.UNKNOWN) {
return 1;
}
switch (defType) {
case Type.NORMAL:
switch (attackType) {
case Type.FIGHTING:
return 2;
case Type.GHOST:
return 0;
default:
return 1;
}
case Type.FIGHTING:
switch (attackType) {
case Type.FLYING:
case Type.PSYCHIC:
case Type.FAIRY:
return 2;
case Type.ROCK:
case Type.BUG:
case Type.DARK:
return 0.5;
default:
return 1;
}
case Type.FLYING:
switch (attackType) {
case Type.ROCK:
case Type.ELECTRIC:
case Type.ICE:
return 2;
case Type.FIGHTING:
case Type.BUG:
case Type.GRASS:
return 0.5;
case Type.GROUND:
return 0;
default:
return 1;
}
case Type.POISON:
switch (attackType) {
case Type.GROUND:
case Type.PSYCHIC:
return 2;
case Type.FIGHTING:
case Type.POISON:
case Type.BUG:
case Type.GRASS:
case Type.FAIRY:
return 0.5;
default:
return 1;
}
case Type.GROUND:
switch (attackType) {
case Type.WATER:
case Type.GRASS:
case Type.ICE:
return 2;
case Type.POISON:
case Type.ROCK:
return 0.5;
case Type.ELECTRIC:
return 0;
default:
return 1;
}
case Type.ROCK:
switch (attackType) {
case Type.FIGHTING:
case Type.GROUND:
case Type.STEEL:
case Type.WATER:
case Type.GRASS:
return 2;
case Type.NORMAL:
case Type.FLYING:
case Type.POISON:
case Type.FIRE:
return 0.5;
default:
return 1;
}
case Type.BUG:
switch (attackType) {
case Type.FLYING:
case Type.ROCK:
case Type.FIRE:
return 2;
case Type.FIGHTING:
case Type.GROUND:
case Type.GRASS:
return 0.5;
default:
return 1;
}
case Type.GHOST:
switch (attackType) {
case Type.GHOST:
case Type.DARK:
return 2;
case Type.POISON:
case Type.BUG:
return 0.5;
case Type.NORMAL:
case Type.FIGHTING:
return 0;
default:
return 1;
}
case Type.STEEL:
switch (attackType) {
case Type.FIGHTING:
case Type.GROUND:
case Type.FIRE:
return 2;
case Type.NORMAL:
case Type.FLYING:
case Type.ROCK:
case Type.BUG:
case Type.STEEL:
case Type.GRASS:
case Type.PSYCHIC:
case Type.ICE:
case Type.DRAGON:
case Type.FAIRY:
return 0.5;
case Type.POISON:
return 0;
default:
return 1;
}
case Type.FIRE:
switch (attackType) {
case Type.GROUND:
case Type.ROCK:
case Type.WATER:
return 2;
case Type.BUG:
case Type.STEEL:
case Type.FIRE:
case Type.GRASS:
case Type.ICE:
case Type.FAIRY:
return 0.5;
default:
return 1;
}
case Type.WATER:
switch (attackType) {
case Type.GRASS:
case Type.ELECTRIC:
return 2;
case Type.STEEL:
case Type.FIRE:
case Type.WATER:
case Type.ICE:
return 0.5;
default:
return 1;
}
case Type.GRASS:
switch (attackType) {
case Type.FLYING:
case Type.POISON:
case Type.BUG:
case Type.FIRE:
case Type.ICE:
return 2;
case Type.GROUND:
case Type.WATER:
case Type.GRASS:
case Type.ELECTRIC:
return 0.5;
default:
return 1;
}
case Type.ELECTRIC:
switch (attackType) {
case Type.GROUND:
return 2;
case Type.FLYING:
case Type.STEEL:
case Type.ELECTRIC:
return 0.5;
default:
return 1;
}
case Type.PSYCHIC:
switch (attackType) {
case Type.BUG:
case Type.GHOST:
case Type.DARK:
return 2;
case Type.FIGHTING:
case Type.PSYCHIC:
return 0.5;
default:
return 1;
}
case Type.ICE:
switch (attackType) {
case Type.FIGHTING:
case Type.ROCK:
case Type.STEEL:
case Type.FIRE:
return 2;
case Type.ICE:
return 0.5;
default:
return 1;
}
case Type.DRAGON:
switch (attackType) {
case Type.ICE:
case Type.DRAGON:
case Type.FAIRY:
return 2;
case Type.FIRE:
case Type.WATER:
case Type.GRASS:
case Type.ELECTRIC:
return 0.5;
default:
return 1;
}
case Type.DARK:
switch (attackType) {
case Type.FIGHTING:
case Type.BUG:
case Type.FAIRY:
return 2;
case Type.GHOST:
case Type.DARK:
return 0.5;
case Type.PSYCHIC:
return 0;
default:
return 1;
}
case Type.FAIRY:
switch (attackType) {
case Type.POISON:
case Type.STEEL:
return 2;
case Type.FIGHTING:
case Type.BUG:
case Type.DARK:
return 0.5;
case Type.DRAGON:
return 0;
default:
return 1;
}
case Type.STELLAR:
return 1;
}
return 1;
}
/**
* Retrieve the color corresponding to a specific damage multiplier
* @returns A color or undefined if the default color should be used
*/
export function getTypeDamageMultiplierColor(multiplier: TypeDamageMultiplier, side: "defense" | "offense"): string | undefined {
if (side === "offense") {
switch (multiplier) {
case 0:
return "#929292";
case 0.125:
return "#FF5500";
case 0.25:
return "#FF7400";
case 0.5:
return "#FE8E00";
case 1:
return undefined;
case 2:
return "#4AA500";
case 4:
return "#4BB400";
case 8:
return "#52C200";
}
} else if (side === "defense") {
switch (multiplier) {
case 0:
return "#B1B100";
case 0.125:
return "#2DB4FF";
case 0.25:
return "#00A4FF";
case 0.5:
return "#0093FF";
case 1:
return undefined;
case 2:
return "#FE8E00";
case 4:
return "#FF7400";
case 8:
return "#FF5500";
}
}
}
export function getTypeRgb(type: Type): [ integer, integer, integer ] {
switch (type) {
case Type.NORMAL:
return [ 168, 168, 120 ];
case Type.FIGHTING:
return [ 192, 48, 40 ];
case Type.FLYING:
return [ 168, 144, 240 ];
case Type.POISON:
return [ 160, 64, 160 ];
case Type.GROUND:
return [ 224, 192, 104 ];
case Type.ROCK:
return [ 184, 160, 56 ];
case Type.BUG:
return [ 168, 184, 32 ];
case Type.GHOST:
return [ 112, 88, 152 ];
case Type.STEEL:
return [ 184, 184, 208 ];
case Type.FIRE:
return [ 240, 128, 48 ];
case Type.WATER:
return [ 104, 144, 240 ];
case Type.GRASS:
return [ 120, 200, 80 ];
case Type.ELECTRIC:
return [ 248, 208, 48 ];
case Type.PSYCHIC:
return [ 248, 88, 136 ];
case Type.ICE:
return [ 152, 216, 216 ];
case Type.DRAGON:
return [ 112, 56, 248 ];
case Type.DARK:
return [ 112, 88, 72 ];
case Type.FAIRY:
return [ 232, 136, 200 ];
case Type.STELLAR:
return [ 255, 255, 255 ];
default:
return [ 0, 0, 0 ];
}
}