pokerogue/src/phases/attempt-run-phase.ts
Jonathan Bankston 12aaa31454
[Refactor] Minor run phase rework (#6017)
* 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>
2025-07-02 02:57:08 -07:00

129 lines
5.8 KiB
TypeScript

import { applyAbAttrs } from "#app/data/abilities/apply-ab-attrs";
import { globalScene } from "#app/global-scene";
import Overrides from "#app/overrides";
import { FieldPhase } from "#app/phases/field-phase";
import { NumberHolder } from "#app/utils/common";
import { Stat } from "#enums/stat";
import { StatusEffect } from "#enums/status-effect";
import i18next from "i18next";
export class AttemptRunPhase extends FieldPhase {
public readonly phaseName = "AttemptRunPhase";
public start() {
super.start();
// Increment escape attempts count on entry
const currentAttempts = globalScene.currentBattle.escapeAttempts++;
const activePlayerField = globalScene.getPlayerField(true);
const enemyField = globalScene.getEnemyField();
const escapeRoll = globalScene.randBattleSeedInt(100);
const escapeChance = new NumberHolder(this.calculateEscapeChance(currentAttempts));
activePlayerField.forEach(pokemon => {
applyAbAttrs("RunSuccessAbAttr", { pokemon, chance: escapeChance });
});
if (escapeRoll < escapeChance.value) {
enemyField.forEach(pokemon => applyAbAttrs("PreLeaveFieldAbAttr", { pokemon }));
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: () => enemyField.forEach(enemyPokemon => enemyPokemon.destroy()),
});
globalScene.clearEnemyHeldItemModifiers();
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 {
activePlayerField.forEach(p => {
p.turnData.failedRunAway = true;
});
globalScene.phaseManager.queueMessage(i18next.t("battle:runAwayCannotEscape"), null, true, 500);
}
this.end();
}
/**
* Calculate the chance for the player's team to successfully run away from battle.
*
* @param escapeAttempts - The number of prior failed escape attempts in the current battle
* @returns The final escape chance, as percentage out of 100.
*/
public calculateEscapeChance(escapeAttempts: number): number {
// Check for override, guaranteeing or forbidding random flee attempts as applicable.
if (Overrides.RUN_SUCCESS_OVERRIDE !== null) {
return Overrides.RUN_SUCCESS_OVERRIDE ? 100 : 0;
}
const enemyField = globalScene.getEnemyField();
const activePlayerField = globalScene.getPlayerField(true);
// Cf https://bulbapedia.bulbagarden.net/wiki/Escape#Generation_V_onwards
// From gen 5 onwards, running takes the _base_ speed totals of both party sides.
const enemySpeed = enemyField.reduce((total, enemy) => total + enemy.getStat(Stat.SPD), 0);
const playerSpeed = activePlayerField.reduce((total, player) => total + player.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
*/
/** Whether at least 1 pokemon on the enemy field is a boss. */
const isBoss = enemyField.some(e => e.isBoss());
/** 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`]
return Phaser.Math.Clamp(
Math.round(escapeSlope * speedRatio + minChance + escapeBonus * escapeAttempts),
minChance,
maxChance,
);
}
}