[Balance][Bug] Fix off by one error in Generate random biome and Daily Mode now has its own function (#5121)
* [Balance] Allow Island and Laboratory in Generate Random Biome * [Bug] Fix off by one error in Generate Random Biome * [Balance] Daily Mode now has its own Generate Random Starting Biome * [Misc] Filtering out Town and End specifically instead of assuming enum value stays consistent forever --------- Co-authored-by: Jimmybald1 <147992650+IBBCalc@users.noreply.github.com>
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@ -1865,7 +1865,7 @@ export default class BattleScene extends SceneBase {
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generateRandomBiome(waveIndex: integer): Biome {
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const relWave = waveIndex % 250;
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const biomes = Utils.getEnumValues(Biome).slice(1, Utils.getEnumValues(Biome).filter(b => b >= 40).length * -1);
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const biomes = Utils.getEnumValues(Biome).filter(b => b !== Biome.TOWN && b !== Biome.END);
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const maxDepth = biomeDepths[Biome.END][0] - 2;
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const depthWeights = new Array(maxDepth + 1).fill(null)
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.map((_, i: integer) => ((1 - Math.min(Math.abs((i / (maxDepth - 1)) - (relWave / 250)) + 0.25, 1)) / 0.75) * 250);
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@ -1878,9 +1878,9 @@ export default class BattleScene extends SceneBase {
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const randInt = Utils.randSeedInt(totalWeight);
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for (const biome of biomes) {
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if (randInt < biomeThresholds[biome]) {
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return biome;
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for (let i = 0; i < biomes.length; i++) {
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if (randInt < biomeThresholds[i]) {
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return biomes[i];
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}
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}
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@ -8,6 +8,7 @@ import type { PokemonSpeciesForm } from "#app/data/pokemon-species";
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import PokemonSpecies, { getPokemonSpecies, getPokemonSpeciesForm } from "#app/data/pokemon-species";
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import { speciesStarterCosts } from "#app/data/balance/starters";
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import { pokerogueApi } from "#app/plugins/api/pokerogue-api";
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import { Biome } from "#app/enums/biome";
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export interface DailyRunConfig {
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seed: integer;
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@ -71,3 +72,76 @@ function getDailyRunStarter(starterSpeciesForm: PokemonSpeciesForm, startingLeve
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pokemon.destroy();
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return starter;
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}
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interface BiomeWeights {
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[key: integer]: integer
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}
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// Initially weighted by amount of exits each biome has
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// Town and End are set to 0 however
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// And some other biomes were balanced +1/-1 based on average size of the total daily.
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const dailyBiomeWeights: BiomeWeights = {
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[Biome.CAVE]: 3,
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[Biome.LAKE]: 3,
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[Biome.PLAINS]: 3,
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[Biome.SNOWY_FOREST]: 3,
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[Biome.SWAMP]: 3, // 2 -> 3
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[Biome.TALL_GRASS]: 3, // 2 -> 3
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[Biome.ABYSS]: 2, // 3 -> 2
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[Biome.RUINS]: 2,
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[Biome.BADLANDS]: 2,
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[Biome.BEACH]: 2,
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[Biome.CONSTRUCTION_SITE]: 2,
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[Biome.DESERT]: 2,
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[Biome.DOJO]: 2, // 3 -> 2
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[Biome.FACTORY]: 2,
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[Biome.FAIRY_CAVE]: 2,
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[Biome.FOREST]: 2,
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[Biome.GRASS]: 2, // 1 -> 2
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[Biome.MEADOW]: 2,
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[Biome.MOUNTAIN]: 2, // 3 -> 2
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[Biome.SEA]: 2,
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[Biome.SEABED]: 2,
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[Biome.SLUM]: 2,
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[Biome.TEMPLE]: 2, // 3 -> 2
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[Biome.VOLCANO]: 2,
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[Biome.GRAVEYARD]: 1,
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[Biome.ICE_CAVE]: 1,
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[Biome.ISLAND]: 1,
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[Biome.JUNGLE]: 1,
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[Biome.LABORATORY]: 1,
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[Biome.METROPOLIS]: 1,
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[Biome.POWER_PLANT]: 1,
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[Biome.SPACE]: 1,
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[Biome.WASTELAND]: 1,
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[Biome.TOWN]: 0,
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[Biome.END]: 0,
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};
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export function getDailyStartingBiome(): Biome {
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const biomes = Utils.getEnumValues(Biome).filter(b => b !== Biome.TOWN && b !== Biome.END);
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let totalWeight = 0;
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const biomeThresholds: integer[] = [];
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for (const biome of biomes) {
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// Keep track of the total weight
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totalWeight += dailyBiomeWeights[biome];
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// Keep track of each biomes cumulative weight
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biomeThresholds.push(totalWeight);
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}
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const randInt = Utils.randSeedInt(totalWeight);
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for (let i = 0; i < biomes.length; i++) {
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if (randInt < biomeThresholds[i]) {
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return biomes[i];
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}
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}
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// Fallback in case something went wrong
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return biomes[Utils.randSeedInt(biomes.length)];
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}
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@ -12,6 +12,7 @@ import { Biome } from "#enums/biome";
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import { Species } from "#enums/species";
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import { Challenges } from "./enums/challenges";
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import { globalScene } from "#app/global-scene";
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import { getDailyStartingBiome } from "./data/daily-run";
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export enum GameModes {
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CLASSIC,
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@ -120,7 +121,7 @@ export class GameMode implements GameModeConfig {
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getStartingBiome(): Biome {
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switch (this.modeId) {
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case GameModes.DAILY:
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return globalScene.generateRandomBiome(this.getWaveForDifficulty(1));
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return getDailyStartingBiome();
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default:
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return Overrides.STARTING_BIOME_OVERRIDE || Biome.TOWN;
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}
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