Fix battle RNG varying when loading a game
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dbff672469
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366e3e5120
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@ -67,6 +67,7 @@ export const STARTING_LEVEL_OVERRIDE = 0;
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export const STARTING_WAVE_OVERRIDE = 0;
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export const STARTING_BIOME_OVERRIDE = Biome.TOWN;
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export const STARTING_MONEY_OVERRIDE = 0;
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const DEBUG_RNG = false;
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export const startingWave = STARTING_WAVE_OVERRIDE || 1;
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@ -178,6 +179,10 @@ export default class BattleScene extends Phaser.Scene {
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private blockInput: boolean;
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public rngCounter: integer = 0;
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public rngSeedOverride: string = '';
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public rngOffset: integer = 0;
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constructor() {
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super('battle');
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@ -276,6 +281,20 @@ export default class BattleScene extends Phaser.Scene {
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this.load['cacheBuster'] = buildIdMatch[1];
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}
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if (DEBUG_RNG) {
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const scene = this;
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const originalRealInRange = Phaser.Math.RND.realInRange;
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Phaser.Math.RND.realInRange = function (min: number, max: number): number {
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const ret = originalRealInRange.apply(this, [ min, max ]);
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const args = [ 'RNG', ++scene.rngCounter, ret / (max - min), `min: ${min} / max: ${max}` ];
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args.push(`seed: ${scene.rngSeedOverride || scene.waveSeed || scene.seed}`);
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if (scene.rngOffset)
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args.push(`offset: ${scene.rngOffset}`);
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console.log(...args);
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return ret;
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};
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}
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// Load menu images
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this.loadAtlas('bg', 'ui');
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this.loadImage('command_fight_labels', 'ui');
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@ -805,10 +824,15 @@ export default class BattleScene extends Phaser.Scene {
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setSeed(seed: string): void {
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this.seed = seed;
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this.rngCounter = 0;
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this.waveCycleOffset = this.getGeneratedWaveCycleOffset();
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this.offsetGym = this.gameMode.isClassic && this.getGeneratedOffsetGym();
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}
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randBattleSeedInt(range: integer, min: integer = 0): integer {
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return this.currentBattle.randSeedInt(this, range, min);
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}
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reset(clearScene?: boolean): void {
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this.gameMode = gameModes[GameModes.CLASSIC];
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@ -843,7 +867,7 @@ export default class BattleScene extends Phaser.Scene {
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this.updateScoreText();
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this.scoreText.setVisible(false);
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this.newArena(STARTING_BIOME_OVERRIDE || Biome.TOWN, true);
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this.newArena(STARTING_BIOME_OVERRIDE || Biome.TOWN);
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this.arenaBgTransition.setPosition(0, 0);
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this.arenaPlayer.setPosition(300, 0);
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@ -851,6 +875,8 @@ export default class BattleScene extends Phaser.Scene {
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[ this.arenaEnemy, this.arenaNextEnemy ].forEach(a => a.setPosition(-280, 0));
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this.arenaNextEnemy.setVisible(false);
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this.arena.init();
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this.trainer.setTexture(`trainer_${this.gameData.gender === PlayerGender.FEMALE ? 'f' : 'm'}_back`);
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this.trainer.setPosition(406, 186);
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this.trainer.setVisible(true)
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@ -933,7 +959,9 @@ export default class BattleScene extends Phaser.Scene {
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this.lastEnemyTrainer = lastBattle?.trainer ?? null;
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this.executeWithSeedOffset(() => {
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this.currentBattle = new Battle(this.gameMode, newWaveIndex, newBattleType, newTrainer, newDouble);
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}, newWaveIndex << 3, this.waveSeed);
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this.currentBattle.incrementTurn(this);
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//this.pushPhase(new TrainerMessageTestPhase(this, TrainerType.RIVAL, TrainerType.RIVAL_2, TrainerType.RIVAL_3, TrainerType.RIVAL_4, TrainerType.RIVAL_5, TrainerType.RIVAL_6));
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@ -972,20 +1000,9 @@ export default class BattleScene extends Phaser.Scene {
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return this.currentBattle;
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}
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newArena(biome: Biome, init?: boolean): Arena {
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newArena(biome: Biome): Arena {
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this.arena = new Arena(this, biome, Biome[biome].toLowerCase());
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if (init) {
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const biomeKey = getBiomeKey(biome);
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this.arenaPlayer.setBiome(biome);
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this.arenaPlayerTransition.setBiome(biome);
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this.arenaEnemy.setBiome(biome);
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this.arenaNextEnemy.setBiome(biome);
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this.arenaBg.setTexture(`${biomeKey}_bg`);
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this.arenaBgTransition.setTexture(`${biomeKey}_bg`);
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}
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this.arenaBg.pipelineData = { terrainColorRatio: this.arena.getBgTerrainColorRatioForBiome() };
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return this.arena;
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@ -1139,17 +1156,29 @@ export default class BattleScene extends Phaser.Scene {
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}
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resetSeed(waveIndex?: integer): void {
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this.waveSeed = Utils.shiftCharCodes(this.seed, waveIndex || this.currentBattle?.waveIndex || 0);
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const wave = waveIndex || this.currentBattle?.waveIndex || 0;
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this.waveSeed = Utils.shiftCharCodes(this.seed, wave);
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Phaser.Math.RND.sow([ this.waveSeed ]);
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console.log('Wave Seed:', this.waveSeed, wave);
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this.rngCounter = 0;
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}
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executeWithSeedOffset(func: Function, offset: integer, seedOverride?: string): void {
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if (!func)
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return;
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const tempRngCounter = this.rngCounter;
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const tempRngOffset = this.rngOffset;
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const tempRngSeedOverride = this.rngSeedOverride;
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const state = Phaser.Math.RND.state();
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Phaser.Math.RND.sow([ Utils.shiftCharCodes(seedOverride || this.seed, offset) ]);
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this.rngCounter = 0;
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this.rngOffset = offset;
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this.rngSeedOverride = seedOverride || '';
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func();
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Phaser.Math.RND.state(state);
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this.rngCounter = tempRngCounter;
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this.rngOffset = tempRngOffset;
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this.rngSeedOverride = tempRngSeedOverride;
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}
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addFieldSprite(x: number, y: number, texture: string | Phaser.Textures.Texture, frame?: string | number, terrainColorRatio: number = 0): Phaser.GameObjects.Sprite {
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@ -59,6 +59,8 @@ export default class Battle {
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public battleSeed: string;
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private battleSeedState: string;
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private rngCounter: integer = 0;
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constructor(gameMode: GameMode, waveIndex: integer, battleType: BattleType, trainer: Trainer, double: boolean) {
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this.gameMode = gameMode;
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this.waveIndex = waveIndex;
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@ -191,16 +193,24 @@ export default class Battle {
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return null;
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}
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randSeedInt(range: integer, min: integer = 0): integer {
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randSeedInt(scene: BattleScene, range: integer, min: integer = 0): integer {
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let ret: integer;
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const tempRngCounter = scene.rngCounter;
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const tempSeedOverride = scene.rngSeedOverride;
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const state = Phaser.Math.RND.state();
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if (this.battleSeedState)
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Phaser.Math.RND.state(this.battleSeedState);
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else
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else {
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Phaser.Math.RND.sow([ Utils.shiftCharCodes(this.battleSeed, this.turn << 6) ]);
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console.log('Battle Seed:', this.battleSeed);
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}
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scene.rngCounter = this.rngCounter++;
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scene.rngSeedOverride = this.battleSeed;
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ret = Utils.randSeedInt(range, min);
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this.battleSeedState = Phaser.Math.RND.state();
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Phaser.Math.RND.state(state);
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scene.rngCounter = tempRngCounter;
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scene.rngSeedOverride = tempSeedOverride;
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return ret;
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}
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}
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@ -44,6 +44,17 @@ export class Arena {
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this.updatePoolsForTimeOfDay();
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}
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init() {
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const biomeKey = getBiomeKey(this.biomeType);
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this.scene.arenaPlayer.setBiome(this.biomeType);
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this.scene.arenaPlayerTransition.setBiome(this.biomeType);
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this.scene.arenaEnemy.setBiome(this.biomeType);
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this.scene.arenaNextEnemy.setBiome(this.biomeType);
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this.scene.arenaBg.setTexture(`${biomeKey}_bg`);
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this.scene.arenaBgTransition.setTexture(`${biomeKey}_bg`);
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}
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updatePoolsForTimeOfDay(): void {
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const timeOfDay = this.getTimeOfDay();
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if (timeOfDay !== this.lastTimeOfDay) {
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@ -664,13 +675,11 @@ export class ArenaBase extends Phaser.GameObjects.Container {
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}
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setBiome(biome: Biome, propValue?: integer): void {
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if (this.biome === biome)
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return;
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const hasProps = getBiomeHasProps(biome);
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const biomeKey = getBiomeKey(biome);
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const baseKey = `${biomeKey}_${this.player ? 'a' : 'b'}`;
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if (biome !== this.biome) {
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this.base.setTexture(baseKey);
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if (this.base.texture.frameTotal > 1) {
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@ -686,6 +695,7 @@ export class ArenaBase extends Phaser.GameObjects.Container {
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this.base.stop();
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this.add(this.base);
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}
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if (!this.player) {
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(this.scene as BattleScene).executeWithSeedOffset(() => {
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@ -711,7 +721,7 @@ export class ArenaBase extends Phaser.GameObjects.Container {
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prop.setVisible(hasProps && !!(this.propValue & (1 << p)));
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this.add(prop);
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});
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}, (this.scene as BattleScene).currentBattle?.waveIndex || 0);
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}, (this.scene as BattleScene).currentBattle?.waveIndex || 0, (this.scene as BattleScene).waveSeed);
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}
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}
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}
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@ -1092,7 +1092,7 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
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if (source.getTag(BattlerTagType.CRIT_BOOST))
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critLevel.value += 2;
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const critChance = Math.ceil(16 / Math.pow(2, critLevel.value));
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isCritical = !source.getTag(BattlerTagType.NO_CRIT) && (critChance === 1 || !this.scene.currentBattle.randSeedInt(critChance));
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isCritical = !source.getTag(BattlerTagType.NO_CRIT) && (critChance === 1 || !this.scene.randBattleSeedInt(critChance));
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if (isCritical) {
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const blockCrit = new Utils.BooleanHolder(false);
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applyAbAttrs(BlockCritAbAttr, this, null, blockCrit);
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@ -1121,7 +1121,7 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
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applyMoveAttrs(VariableDefAttr, source, this, move, targetDef);
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if (!isTypeImmune) {
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damage.value = Math.ceil(((((2 * source.level / 5 + 2) * power.value * sourceAtk.value / targetDef.value) / 50) + 2) * stabMultiplier.value * typeMultiplier.value * arenaAttackTypeMultiplier * ((this.scene.currentBattle.randSeedInt(15) + 85) / 100)) * criticalMultiplier;
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damage.value = Math.ceil(((((2 * source.level / 5 + 2) * power.value * sourceAtk.value / targetDef.value) / 50) + 2) * stabMultiplier.value * typeMultiplier.value * arenaAttackTypeMultiplier * ((this.scene.randBattleSeedInt(15) + 85) / 100)) * criticalMultiplier;
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if (isPhysical && source.status && source.status.effect === StatusEffect.BURN) {
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const burnDamageReductionCancelled = new Utils.BooleanHolder(false);
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applyAbAttrs(BypassBurnDamageReductionAbAttr, this, burnDamageReductionCancelled);
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@ -1971,7 +1971,7 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
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randSeedInt(range: integer, min: integer = 0): integer {
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return this.scene.currentBattle
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? this.scene.currentBattle.randSeedInt(range, min)
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? this.scene.randBattleSeedInt(range, min)
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: Utils.randSeedInt(range, min);
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}
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@ -2326,7 +2326,7 @@ export class EnemyPokemon extends Pokemon {
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}
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switch (this.aiType) {
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case AiType.RANDOM:
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const moveId = movePool[this.scene.currentBattle.randSeedInt(movePool.length)].moveId;
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const moveId = movePool[this.scene.randBattleSeedInt(movePool.length)].moveId;
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return { move: moveId, targets: this.getNextTargets(moveId) };
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case AiType.SMART_RANDOM:
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case AiType.SMART:
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@ -2373,7 +2373,7 @@ export class EnemyPokemon extends Pokemon {
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});
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let r = 0;
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if (this.aiType === AiType.SMART_RANDOM) {
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while (r < sortedMovePool.length - 1 && this.scene.currentBattle.randSeedInt(8) >= 5)
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while (r < sortedMovePool.length - 1 && this.scene.randBattleSeedInt(8) >= 5)
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r++;
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}
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console.log(movePool.map(m => m.getName()), moveScores, r, sortedMovePool.map(m => m.getName()));
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@ -2426,7 +2426,7 @@ export class EnemyPokemon extends Pokemon {
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return total;
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}, 0);
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const randValue = this.scene.currentBattle.randSeedInt(totalWeight);
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const randValue = this.scene.randBattleSeedInt(totalWeight);
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let targetIndex: integer;
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thresholds.every((t, i) => {
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@ -258,8 +258,9 @@ export class TitlePhase extends Phase {
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Promise.all(loadPokemonAssets).then(() => {
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this.scene.time.delayedCall(500, () => this.scene.playBgm());
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this.scene.gameData.gameStats.dailyRunSessionsPlayed++;
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this.scene.newArena(this.scene.gameMode.getStartingBiome(this.scene), true);
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this.scene.newArena(this.scene.gameMode.getStartingBiome(this.scene));
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this.scene.newBattle();
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this.scene.arena.init();
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this.scene.sessionPlayTime = 0;
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this.end();
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});
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@ -271,7 +272,7 @@ export class TitlePhase extends Phase {
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if (!this.loaded && !this.scene.gameMode.isDaily) {
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this.scene.arena.preloadBgm();
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this.scene.pushPhase(new SelectStarterPhase(this.scene));
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this.scene.newArena(this.scene.gameMode.getStartingBiome(this.scene), true);
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this.scene.newArena(this.scene.gameMode.getStartingBiome(this.scene));
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} else
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this.scene.playBgm();
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@ -435,6 +436,7 @@ export class SelectStarterPhase extends Phase {
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else
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this.scene.gameData.gameStats.endlessSessionsPlayed++;
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this.scene.newBattle();
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this.scene.arena.init();
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this.scene.sessionPlayTime = 0;
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this.end();
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});
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@ -497,7 +499,7 @@ export abstract class FieldPhase extends BattlePhase {
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const aSpeed = a?.getBattleStat(Stat.SPD) || 0;
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const bSpeed = b?.getBattleStat(Stat.SPD) || 0;
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return aSpeed < bSpeed ? 1 : aSpeed > bSpeed ? -1 : !this.scene.currentBattle.randSeedInt(2) ? -1 : 1;
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return aSpeed < bSpeed ? 1 : aSpeed > bSpeed ? -1 : !this.scene.randBattleSeedInt(2) ? -1 : 1;
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});
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const speedReversed = new Utils.BooleanHolder(false);
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@ -874,6 +876,7 @@ export class NextEncounterPhase extends EncounterPhase {
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pokemon.resetBattleData();
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}
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this.scene.arenaNextEnemy.setBiome(this.scene.arena.biomeType);
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this.scene.arenaNextEnemy.setVisible(true);
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const enemyField = this.scene.getEnemyField();
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@ -882,6 +885,7 @@ export class NextEncounterPhase extends EncounterPhase {
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x: '+=300',
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duration: 2000,
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onComplete: () => {
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this.scene.arenaEnemy.setBiome(this.scene.arena.biomeType);
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this.scene.arenaEnemy.setX(this.scene.arenaNextEnemy.x);
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this.scene.arenaEnemy.setAlpha(1);
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this.scene.arenaNextEnemy.setX(this.scene.arenaNextEnemy.x - 300);
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@ -577,12 +577,14 @@ export class GameData {
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scene.score = sessionData.score;
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scene.updateScoreText();
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scene.newArena(sessionData.arena.biome);
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const battleType = sessionData.battleType || 0;
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const trainerConfig = sessionData.trainer ? trainerConfigs[sessionData.trainer.trainerType] : null;
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const battle = scene.newBattle(sessionData.waveIndex, battleType, sessionData.trainer, battleType === BattleType.TRAINER ? trainerConfig?.doubleOnly || sessionData.trainer?.variant === TrainerVariant.DOUBLE : sessionData.enemyParty.length > 1);
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battle.enemyLevels = sessionData.enemyParty.map(p => p.level);
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scene.newArena(sessionData.arena.biome, true);
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scene.arena.init();
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sessionData.enemyParty.forEach((enemyData, e) => {
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const enemyPokemon = enemyData.toPokemon(scene, battleType, e, sessionData.trainer?.variant === TrainerVariant.DOUBLE) as EnemyPokemon;
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