pokerogue/src/phases/attempt-run-phase.ts

122 lines
5.7 KiB
TypeScript

import { applyAbAttrs, applyPreLeaveFieldAbAttrs } from "#app/data/abilities/apply-ab-attrs";
import { Stat } from "#enums/stat";
import { StatusEffect } from "#enums/status-effect";
import type { PlayerPokemon, EnemyPokemon } from "#app/field/pokemon";
import type Pokemon from "#app/field/pokemon";
import i18next from "i18next";
import { NumberHolder } from "#app/utils/common";
import { PokemonPhase } from "./pokemon-phase";
import { globalScene } from "#app/global-scene";
export class AttemptRunPhase extends PokemonPhase {
public readonly phaseName = "AttemptRunPhase";
/** For testing purposes: this is to force the pokemon to fail and escape */
public forceFailEscape = false;
start() {
super.start();
const playerField = globalScene.getPlayerField();
const enemyField = globalScene.getEnemyField();
const playerPokemon = this.getPokemon();
const escapeChance = new NumberHolder(0);
this.attemptRunAway(playerField, enemyField, escapeChance);
applyAbAttrs("RunSuccessAbAttr", playerPokemon, null, false, escapeChance);
if (playerPokemon.randBattleSeedInt(100) < escapeChance.value && !this.forceFailEscape) {
enemyField.forEach(enemyPokemon => applyPreLeaveFieldAbAttrs("PreLeaveFieldAbAttr", enemyPokemon));
globalScene.playSound("se/flee");
globalScene.phaseManager.queueMessage(i18next.t("battle:runAwaySuccess"), null, true, 500);
globalScene.tweens.add({
targets: [globalScene.arenaEnemy, enemyField].flat(),
alpha: 0,
duration: 250,
ease: "Sine.easeIn",
onComplete: () =>
// biome-ignore lint/complexity/noForEach: TODO
enemyField.forEach(enemyPokemon => enemyPokemon.destroy()),
});
// biome-ignore lint/complexity/noForEach: TODO
enemyField.forEach(enemyPokemon => {
enemyPokemon.hideInfo().then(() => enemyPokemon.destroy());
enemyPokemon.hp = 0;
enemyPokemon.trySetStatus(StatusEffect.FAINT);
});
globalScene.phaseManager.pushNew("BattleEndPhase", false);
if (globalScene.gameMode.hasRandomBiomes || globalScene.isNewBiome()) {
globalScene.phaseManager.pushNew("SelectBiomePhase");
}
globalScene.phaseManager.pushNew("NewBattlePhase");
} else {
playerPokemon.turnData.failedRunAway = true;
globalScene.phaseManager.queueMessage(i18next.t("battle:runAwayCannotEscape"), null, true, 500);
}
this.end();
}
attemptRunAway(playerField: PlayerPokemon[], enemyField: EnemyPokemon[], escapeChance: NumberHolder) {
/** Sum of the speed of all enemy pokemon on the field */
const enemySpeed = enemyField.reduce(
(total: number, enemyPokemon: Pokemon) => total + enemyPokemon.getStat(Stat.SPD),
0,
);
/** Sum of the speed of all player pokemon on the field */
const playerSpeed = playerField.reduce(
(total: number, playerPokemon: Pokemon) => total + playerPokemon.getStat(Stat.SPD),
0,
);
/* The way the escape chance works is by looking at the difference between your speed and the enemy field's average speed as a ratio. The higher this ratio, the higher your chance of success.
* However, there is a cap for the ratio of your speed vs enemy speed which beyond that point, you won't gain any advantage. It also looks at how many times you've tried to escape.
* Again, the more times you've tried to escape, the higher your odds of escaping. Bosses and non-bosses are calculated differently - bosses are harder to escape from vs non-bosses
* Finally, there's a minimum and maximum escape chance as well so that escapes aren't guaranteed, yet they are never 0 either.
* The percentage chance to escape from a pokemon for both bosses and non bosses is linear and based on the minimum and maximum chances, and the speed ratio cap.
*
* At the time of writing, these conditions should be met:
* - The minimum escape chance should be 5% for bosses and non bosses
* - Bosses should have a maximum escape chance of 25%, whereas non-bosses should be 95%
* - The bonus per previous escape attempt should be 2% for bosses and 10% for non-bosses
* - The speed ratio cap should be 6x for bosses and 4x for non-bosses
* - The "default" escape chance when your speed equals the enemy speed should be 8.33% for bosses and 27.5% for non-bosses
*
* From the above, we can calculate the below values
*/
let isBoss = false;
for (let e = 0; e < enemyField.length; e++) {
isBoss = isBoss || enemyField[e].isBoss(); // this line checks if any of the enemy pokemon on the field are bosses; if so, the calculation for escaping is different
}
/** The ratio between the speed of your active pokemon and the speed of the enemy field */
const speedRatio = playerSpeed / enemySpeed;
/** The max ratio before escape chance stops increasing. Increased if there is a boss on the field */
const speedCap = isBoss ? 6 : 4;
/** Minimum percent chance to escape */
const minChance = 5;
/** Maximum percent chance to escape. Decreased if a boss is on the field */
const maxChance = isBoss ? 25 : 95;
/** How much each escape attempt increases the chance of the next attempt. Decreased if a boss is on the field */
const escapeBonus = isBoss ? 2 : 10;
/** Slope of the escape chance curve */
const escapeSlope = (maxChance - minChance) / speedCap;
// This will calculate the escape chance given all of the above and clamp it to the range of [`minChance`, `maxChance`]
escapeChance.value = Phaser.Math.Clamp(
Math.round(escapeSlope * speedRatio + minChance + escapeBonus * globalScene.currentBattle.escapeAttempts++),
minChance,
maxChance,
);
}
}