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* Minor Attempt run phase rework to abstract logic to whole team * Decoupled individual pokemon from run phase logic * Formatting * Completed run phase refactor implementation and updated tests * Updated run phase to extend field phase instead of pokemon phase * Removed unused phase decleration in tests * Removed unecessary arg in turn start phase as refactor no longer needs it * Cleaned up getPlayerField * Made adjustments based on reviewer suggestions * Reintrocuded calculateEscapeChance into AttemptRunPhase and removed run utils * Resolve merge issues * Minor TSDoc improvement to `BattleScene#getPlayerField` * Moved early override check to top of calculateEscapeChance --------- Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
129 lines
5.8 KiB
TypeScript
129 lines
5.8 KiB
TypeScript
import { applyAbAttrs } from "#app/data/abilities/apply-ab-attrs";
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import { globalScene } from "#app/global-scene";
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import Overrides from "#app/overrides";
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import { FieldPhase } from "#app/phases/field-phase";
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import { NumberHolder } from "#app/utils/common";
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import { Stat } from "#enums/stat";
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import { StatusEffect } from "#enums/status-effect";
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import i18next from "i18next";
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export class AttemptRunPhase extends FieldPhase {
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public readonly phaseName = "AttemptRunPhase";
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public start() {
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super.start();
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// Increment escape attempts count on entry
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const currentAttempts = globalScene.currentBattle.escapeAttempts++;
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const activePlayerField = globalScene.getPlayerField(true);
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const enemyField = globalScene.getEnemyField();
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const escapeRoll = globalScene.randBattleSeedInt(100);
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const escapeChance = new NumberHolder(this.calculateEscapeChance(currentAttempts));
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activePlayerField.forEach(pokemon => {
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applyAbAttrs("RunSuccessAbAttr", { pokemon, chance: escapeChance });
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});
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if (escapeRoll < escapeChance.value) {
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enemyField.forEach(pokemon => applyAbAttrs("PreLeaveFieldAbAttr", { pokemon }));
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globalScene.playSound("se/flee");
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globalScene.phaseManager.queueMessage(i18next.t("battle:runAwaySuccess"), null, true, 500);
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globalScene.tweens.add({
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targets: [globalScene.arenaEnemy, enemyField].flat(),
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alpha: 0,
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duration: 250,
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ease: "Sine.easeIn",
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onComplete: () => enemyField.forEach(enemyPokemon => enemyPokemon.destroy()),
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});
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globalScene.clearEnemyHeldItemModifiers();
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enemyField.forEach(enemyPokemon => {
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enemyPokemon.hideInfo().then(() => enemyPokemon.destroy());
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enemyPokemon.hp = 0;
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enemyPokemon.trySetStatus(StatusEffect.FAINT);
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});
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globalScene.phaseManager.pushNew("BattleEndPhase", false);
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if (globalScene.gameMode.hasRandomBiomes || globalScene.isNewBiome()) {
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globalScene.phaseManager.pushNew("SelectBiomePhase");
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}
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globalScene.phaseManager.pushNew("NewBattlePhase");
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} else {
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activePlayerField.forEach(p => {
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p.turnData.failedRunAway = true;
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});
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globalScene.phaseManager.queueMessage(i18next.t("battle:runAwayCannotEscape"), null, true, 500);
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}
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this.end();
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}
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/**
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* Calculate the chance for the player's team to successfully run away from battle.
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*
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* @param escapeAttempts - The number of prior failed escape attempts in the current battle
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* @returns The final escape chance, as percentage out of 100.
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*/
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public calculateEscapeChance(escapeAttempts: number): number {
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// Check for override, guaranteeing or forbidding random flee attempts as applicable.
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if (Overrides.RUN_SUCCESS_OVERRIDE !== null) {
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return Overrides.RUN_SUCCESS_OVERRIDE ? 100 : 0;
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}
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const enemyField = globalScene.getEnemyField();
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const activePlayerField = globalScene.getPlayerField(true);
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// Cf https://bulbapedia.bulbagarden.net/wiki/Escape#Generation_V_onwards
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// From gen 5 onwards, running takes the _base_ speed totals of both party sides.
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const enemySpeed = enemyField.reduce((total, enemy) => total + enemy.getStat(Stat.SPD), 0);
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const playerSpeed = activePlayerField.reduce((total, player) => total + player.getStat(Stat.SPD), 0);
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/* 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.
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* 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.
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* 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
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* Finally, there's a minimum and maximum escape chance as well so that escapes aren't guaranteed, yet they are never 0 either.
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* 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.
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*
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* At the time of writing, these conditions should be met:
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* - The minimum escape chance should be 5% for bosses and non bosses
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* - Bosses should have a maximum escape chance of 25%, whereas non-bosses should be 95%
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* - The bonus per previous escape attempt should be 2% for bosses and 10% for non-bosses
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* - The speed ratio cap should be 6x for bosses and 4x for non-bosses
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* - The "default" escape chance when your speed equals the enemy speed should be 8.33% for bosses and 27.5% for non-bosses
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*
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* From the above, we can calculate the below values
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*/
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/** Whether at least 1 pokemon on the enemy field is a boss. */
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const isBoss = enemyField.some(e => e.isBoss());
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/** The ratio between the speed of your active pokemon and the speed of the enemy field */
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const speedRatio = playerSpeed / enemySpeed;
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/** The max ratio before escape chance stops increasing. Increased if there is a boss on the field */
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const speedCap = isBoss ? 6 : 4;
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/** Minimum percent chance to escape */
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const minChance = 5;
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/** Maximum percent chance to escape. Decreased if a boss is on the field */
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const maxChance = isBoss ? 25 : 95;
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/** How much each escape attempt increases the chance of the next attempt. Decreased if a boss is on the field */
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const escapeBonus = isBoss ? 2 : 10;
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/** Slope of the escape chance curve */
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const escapeSlope = (maxChance - minChance) / speedCap;
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// This will calculate the escape chance given all of the above and clamp it to the range of [`minChance`, `maxChance`]
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return Phaser.Math.Clamp(
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Math.round(escapeSlope * speedRatio + minChance + escapeBonus * escapeAttempts),
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minChance,
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maxChance,
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);
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}
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}
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