const Game = { phases: { preAction: { opponent: [], player: [], }, action: { opponent: [], player: [], }, postAction: { opponent: [], player: [], }, }, isLoadingArea: false, isProgressingTurn: false, playerIsChoosingNextMonster: false, doBattleAnimation: true, opponentActionTimeout: null, isInBattle: false, didTechniqueHit: false, /* Battle */ async progressTurn () { Game.isProgressingTurn = true; Memory.state.turn++; // status effects await Game.applyStatusEffect(Memory.state.opponent.activeMonster); await Game.applyStatusEffect(Memory.state.player.activeMonster); // Phases for (const phaseKey of Object.keys(Game.phases)) { for (const event of Game.phases[phaseKey].player) { event(); await Game.handleDefeatOpponent(); if (!Game.playerIsChoosingNextMonster) await Game.handleDefeatPlayer(); } Game.phases[phaseKey].player = []; Game.doBattleAnimation = false; for (const event of Game.phases[phaseKey].opponent) { event(); await Game.handleDefeatOpponent(); if (!Game.playerIsChoosingNextMonster) await Game.handleDefeatPlayer(); } Game.doBattleAnimation = true; Game.phases[phaseKey].opponent = []; } UI.progressTurn(); Game.isProgressingTurn = false; }, async handleDefeatOpponent () { if (Memory.state.opponent.activeMonster.hp <= 0) { clearTimeout(Game.opponentActionTimeout); Game.opponentActionTimeout = null; for (const phase of Object.keys(Game.phases)) { Game.removePhaseEvents(phase, 'opponent'); } Game.removePhaseEvents('action', 'player'); // money Memory.state.money += Memory.state.opponent.activeMonster.level * Memory.state.opponent.activeMonster.moneyModifier; // exp Memory.state.player.activeMonster.exp += calculateAwardedExperience(Memory.state.opponent.activeMonster, [Memory.state.player.activeMonster])[0]; if (Memory.state.player.activeMonster.canLevelUp()) { Memory.state.player.activeMonster.levelUp(); } if (Memory.state.player.activeMonster.canEvolve('standard')) { await Game.evolveMonster(Memory.state.player.activeMonster); } Game.isInBattle = false; if (Memory.state.opponent.type === 'monster') { Memory.state.currentArea.monsterProgress++; await Game.encounterWildMonster(); } else if (Memory.state.opponent.type === 'trainer') { if (Memory.state.opponent.activeMonster === Memory.state.opponent.monsters[Memory.state.opponent.monsters.length - 1]) { Memory.state.currentArea.trainerProgress++; if (Memory.state.currentArea.encounters.length > 0) { await Game.encounterWildMonster(); } else { await Game.progressToNextArea(); } } else { await Game.encounterNextTrainerMonster(); } } } }, async handleDefeatPlayer () { if (Memory.state.player.activeMonster.hp <= 0) { clearTimeout(Game.opponentActionTimeout); Game.opponentActionTimeout = null; for (const phase of Object.keys(Game.phases)) { Game.removePhaseEvents(phase, 'player'); } Game.removePhaseEvents('action', 'opponent'); // whole party defeated if (!Memory.state.player.monsters.some((monster) => monster.hp > 0)) { if (Game.isBattleType('trainer')) { if (Memory.state.currentArea.encounters.length > 0) { await Game.encounterWildMonster(); } else { await Game.encounterTrainer(); } } else if (Game.isBattleType('monster')) { if (Memory.state.currentArea.monsterProgress < Memory.state.currentArea.requiredEncounters) { Memory.state.currentArea.monsterProgress = 0; UI.drawStatus(); } await Game.encounterWildMonster(); } // heal all monsters full for (const monster of Memory.state.player.monsters) { monster.hp = monster.stats.hp; } } // party members still left else { Game.playerIsChoosingNextMonster = true; const monsterSelectionNode = UI.createPlayerDefeatedMonsterSelection(); UI.openPlayerDefeatedMonsterSelection(monsterSelectionNode); } } }, /** * @param {Object} phase * @param {Monster} monster * @param {Function} event */ addPhaseEvent (phase, monster, event) { if (monster === Memory.state.player.activeMonster) { phase.player.push(event); } else { phase.opponent.push(event); } }, /** * @param {('preAction' | 'action' | 'postAction')} phase * @param {('player' | 'opponent')} type */ removePhaseEvents (phase, type) { Game.phases[phase][type] = []; }, clearAllPhaseEvents () { Game.removePhaseEvents('preAction', 'player'); Game.removePhaseEvents('preAction', 'opponent'); Game.removePhaseEvents('action', 'player'); Game.removePhaseEvents('action', 'opponent'); Game.removePhaseEvents('postAction', 'player'); Game.removePhaseEvents('postAction', 'opponent'); }, clearCurrentTurn () { Game.clearAllPhaseEvents(); clearTimeout(Game.opponentActionTimeout); Game.opponentActionTimeout = null; }, /** * @param {Technique} technique * @param {Monster} user * @param {Monster} target */ async tryUseTechnique (technique, user, target) { let canUse = true; // recharge if (technique.isRecharging()) { if (Game.doBattleAnimation) { const feedbackNode = UI.createActionFeedback('recharge'); feedbackNode.classList.add('recharge'); UI.drawActionFeedback(feedbackNode); } canUse = false; } // noddingoff if (user.statusEffect && user.statusEffect.slug === StatusEffectType.noddingoff) { if (Game.doBattleAnimation) { const feedbackNode = UI.createActionFeedback('noddingoff'); UI.drawActionFeedback(feedbackNode); } canUse = false; } if (canUse) { // hit? const accuracy = Math.random(); Game.didTechniqueHit = technique.accuracy >= accuracy; if (!Game.didTechniqueHit) { technique.use(); Game.doBattleAnimation && UI.drawDamageMiss(UI.createDamageMiss()); return; } await Game.useTechnique(technique, user, target); } }, /** * @param {Technique} technique * @param {Monster} user * @param {Monster} target */ async useTechnique (technique, user, target) { technique.use(); for (const techniqueEffectCode of technique.effects) { const techniqueEffect = new TechniqueEffect(techniqueEffectCode); techniqueEffect.setUser(user); techniqueEffect.setTarget(target); // damage if (['damage', 'splash', 'area'].includes(techniqueEffect.type)) { Game.addPhaseEvent(Game.phases.action, user, () => { const damage = simpleDamageCalculation(technique, user, target); target.hp -= damage; if (Game.doBattleAnimation) { const damageNode = UI.createDamage(damage); UI.applyMultiplierToDamage(damageNode, simpleDamageMultiplier(technique.types, target.types)); UI.applyTechniqueToDamage(damageNode, technique); UI.drawDamage(damageNode); UI.drawTechniqueAnimation(technique); } }); } // money else if (techniqueEffect.type === 'money') { Game.addPhaseEvent(Game.phases.action, user, () => { const money = Math.max(1, Math.floor(Math.random() * target.level)); Memory.state.money += money; if (Game.doBattleAnimation) { const damageNode = UI.createDamage(`${money} €`); UI.applyTechniqueToDamage(damageNode, technique); UI.drawDamage(damageNode); UI.drawTechniqueAnimation(technique); } }); } // healing else if (techniqueEffect.type === 'healing') { for (const recipient of techniqueEffect.recipients) { recipient.hp += (user.level + 7) * technique.healingPower; } } // switch else if (techniqueEffect.type === 'switch') { techniqueEffect.recipient.types = [techniqueEffect.switchType]; } // enhance else if (techniqueEffect.type === 'enhance') { Game.doBattleAnimation && UI.drawTechniqueAnimation(technique); } // status effect else if (techniqueEffect.type === 'status') { const statusEffect = await fetchStatusEffect(techniqueEffect.statusEffect); if (statusEffect.slug === 'lifeleech') { statusEffect.issuer = user; } Game.addPhaseEvent(Game.phases.postAction, user, () => { // add status effect const potency = Math.random(); const success = technique.potency >= potency; if (success) { for (const recipient of techniqueEffect.recipients) { // TODO: check replace if (recipient.statusEffect) continue; recipient.statusEffect = statusEffect; } } }); Game.doBattleAnimation && UI.drawTechniqueAnimation(technique); } } }, /** * @param {Monster} monster */ async applyStatusEffect (monster) { if (!monster.statusEffect) { return; } if (monster.statusEffect.turnsLeft === 0) { Game.addPhaseEvent(Game.phases.preAction, monster, () => { monster.statusEffect.onRemove && monster.statusEffect.onRemove(); // if still 0 turns left after remove action if (monster.statusEffect.turnsLeft === 0) { monster.statusEffect = null; } else { Game.applyStatusEffect(monster); } }); return; } // poison / burn if (monster.statusEffect.slug === 'poison' || monster.statusEffect.slug === 'burn') { const statusEffectDamage = Math.floor(monster.stats.hp / 8); Game.addPhaseEvent(Game.phases.postAction, monster, () => { monster.hp -= statusEffectDamage; if (Game.doBattleAnimation) { const damageNode = UI.createDamage(statusEffectDamage); UI.applyStatusEffectToDamage(damageNode, monster.statusEffect); UI.drawDamage(damageNode); } }); } // lifeleech else if (monster.statusEffect.slug === 'lifeleech') { const statusEffectLeech = Math.floor(monster.stats.hp / 16); Game.addPhaseEvent(Game.phases.postAction, monster, () => { // if issuer is defeated => don't if (monster.statusEffect.issuer.hp <= 0) { return; } monster.hp -= statusEffectLeech; monster.statusEffect.issuer.hp += statusEffectLeech; if (Game.doBattleAnimation) { const damageNode = UI.createDamage(statusEffectLeech); UI.applyStatusEffectToDamage(damageNode, monster.statusEffect); UI.drawDamage(damageNode); } }); } // recover else if (monster.statusEffect.slug === 'recover') { const statusEffectHeal = Math.floor(monster.stats.hp / 16); Game.addPhaseEvent(Game.phases.postAction, monster, () => { monster.hp += statusEffectHeal; if (Game.doBattleAnimation) { const feedbackNode = UI.createActionFeedback(statusEffectHeal); UI.applyStatusEffectToDamage(feedbackNode, monster.statusEffect); UI.drawActionFeedback(feedbackNode); } }); } // stuck else if (monster.statusEffect.slug === 'stuck') { for (const technique of monster.activeTechniques) { if ([TechniqueRange.melee, TechniqueRange.touch].includes(technique.range)) { Game.addPhaseEvent(Game.phases.preAction, monster, () => { technique.potency = technique.stats.potency * 0.5; technique.power = technique.stats.power * 0.5; }); monster.statusEffect.onRemove = () => { technique.resetStats(); }; } } } // grabbed else if (monster.statusEffect.slug === 'grabbed') { for (const technique of monster.activeTechniques) { if ([TechniqueRange.ranged, TechniqueRange.reach].includes(technique.range)) { Game.addPhaseEvent(Game.phases.preAction, monster, () => { technique.potency = technique.stats.potency * 0.5; technique.power = technique.stats.power * 0.5; }); monster.statusEffect.onRemove = () => { technique.resetStats(); }; } } } // charging else if (monster.statusEffect.slug === 'charging') { const nextStatusEffect = await fetchStatusEffect('chargedup'); monster.statusEffect.onRemove = () => { monster.statusEffect = nextStatusEffect; }; } // statchange else if (monster.statusEffect.effects.includes('statchange')) { monster.resetStatModifiers(); for (const statType in monster.statusEffect.stats) { const statChange = monster.statusEffect.stats[statType]; const modifiedValue = Math.floor(eval(`${monster.stats[statType]} ${statChange.operation} ${statChange.value}`)); Game.addPhaseEvent(Game.phases.preAction, monster, () => { monster.setStatModifier(statType, modifiedValue); }); } monster.statusEffect.onRemove = () => { monster.resetStatModifiers(); }; } Game.addPhaseEvent(Game.phases.postAction, monster, () => { monster.statusEffect.turnsLeft--; }); }, /** * @param {MouseEvent} event */ async battleClick (event) { if (Game.isLoadingArea || Game.isProgressingTurn) { return; } Game.isInBattle = true; UI.battleClickEvent = event; // player await Game.tryUseTechnique(Memory.state.activeTechnique, Memory.state.player.activeMonster, Memory.state.opponent.activeMonster); // opponent if (!Game.opponentActionTimeout) { let speedDifference = Memory.state.opponent.activeMonster.stats.speed - Memory.state.player.activeMonster.stats.speed; if (speedDifference > 0) speedDifference = speedDifference / 2; else if (speedDifference < 0) speedDifference = speedDifference * 2; const opponentActiveMonster = Memory.state.opponent.activeMonster; Game.opponentActionTimeout = setTimeout(async () => { if (opponentActiveMonster.hp <= 0) { Game.opponentActionTimeout = null; return; } // technique Game.doBattleAnimation = false; await Game.tryUseTechnique( await fetchTechnique(Memory.state.opponent.activeMonster.getLearnableTechniques()[Math.floor(Math.random() * Memory.state.opponent.activeMonster.getLearnableTechniques().length)].technique), Memory.state.opponent.activeMonster, Memory.state.player.activeMonster ); Game.doBattleAnimation = true; await Game.progressTurn(); // item if (Memory.state.opponent.inventory.length > 0) { } Game.opponentActionTimeout = null; }, Math.max(500, 2000 - (speedDifference * 10))); console.log( 'Opponent Attack Timeout', Memory.state.opponent.activeMonster.stats.speed, Memory.state.player.activeMonster.stats.speed, 2000 - (speedDifference * 10) ); } await Game.progressTurn(); }, /** * @param {MouseEvent} event */ techniqueClick (event) { if (event.target === UI.elements.techniques) { return; } let target = event.target; while (target.dataset.gameElementType !== 'menuBattleTechniquesTechnique') { target = target.parentNode; } const idx = [...UI.elements.techniques.children].indexOf(target); Memory.state.activeTechnique = Memory.state.player.activeMonster.activeTechniques[idx]; // trigger battle click const rect = UI.elements.battleOpponent.getBoundingClientRect(); const xMin = rect.left + 64; const xMax = rect.right - 64; const yMin = rect.top + 32; const yMax = rect.bottom - 32; UI.elements.battleOpponent.dispatchEvent(new MouseEvent('click', { clientX: Math.random() * (xMax - xMin) + xMin, clientY: Math.random() * (yMax - yMin) + yMin, })); }, /* Progression */ async encounterWildMonster () { const randomMonster = Memory.state.currentArea.encounters[Math.floor(Math.random() * Memory.state.currentArea.encounters.length)]; const randomLevel = Math.floor(Math.random() * (randomMonster.level_range[1] - randomMonster.level_range[0]) + randomMonster.level_range[0]); const monster = await fetchMonster(randomMonster.monster); monster.level = randomLevel; const wildMonster = new Trainer({ monsters: [monster] }); wildMonster.type = 'monster'; await wildMonster.initialize(); Memory.state.opponent = wildMonster; UI.drawOpponentMonster(); }, async encounterTrainer () { Game.clearCurrentTurn(); const nextTrainer = Memory.state.currentArea.trainers[Memory.state.currentArea.trainerProgress]; const trainer = new Trainer(nextTrainer); if (nextTrainer.name === 'Rival') { trainer.monsters.push(Memory.state.rivalMonster); } await trainer.initialize() Memory.state.opponent = trainer; UI.drawOpponentMonster(); UI.drawStatus(); }, async encounterNextTrainerMonster () { const activeMonsterIdx = Memory.state.opponent.monsters.indexOf(Memory.state.opponent.activeMonster); Memory.state.opponent.activeMonster = Memory.state.opponent.monsters[activeMonsterIdx + 1]; UI.drawOpponentMonster(); }, async progressToNextArea () { Game.isLoadingArea = true; Game.clearCurrentTurn(); const currentArea = Memory.state.currentArea; const nextArea = await fetchArea(currentArea.nextArea); await Game.jumpToArea(nextArea); if (nextArea.encounters.length > 0) { await Game.encounterWildMonster(); } else { await Game.encounterTrainer(); } UI.drawStatus(); Game.isLoadingArea = false; }, /** * @param {Area} area */ async jumpToArea (area) { Game.clearCurrentTurn(); Memory.state.currentArea = area; UI.drawArea(area); }, /* Menu - Inventory */ /** * @param {InventoryItem} item * @param {Monster} monster * * @returns {boolean} */ canUseItem (item, monster = null) { let isApplicable = true; for (const itemConditionCode of item.conditions) { const itemCondition = new ItemCondition(itemConditionCode); let conditionIsApplicable = true; if (itemCondition.what === 'current_hp') { const value = parseInt(itemCondition.value) * monster.stats.hp; conditionIsApplicable = eval(`${monster.hp} ${itemCondition.comparator} ${value}`); } else if (itemCondition.what === 'wild_monster') { conditionIsApplicable = Game.isBattleType('monster'); } else if (itemCondition.what === 'threat') { conditionIsApplicable = Memory.state.opponent.activeMonster.category === 'threat'; } else { conditionIsApplicable = false; } if (itemCondition.is === 'not') { conditionIsApplicable = !conditionIsApplicable; } isApplicable = isApplicable && conditionIsApplicable; } return isApplicable; }, /** * @param {InventoryItem} * @param {Monster} */ async useItem (item, monster) { for (const itemEffectCode of item.effects) { const itemEffect = new ItemEffect(itemEffectCode); if (itemEffect.type === 'heal') { monster.hp += itemEffect.amount; item.quantity--; } else if (itemEffect.type === 'capture') { Memory.state.activeBall = item; UI.drawActiveBall(); } else if (itemEffect.type === 'evolve') { const evolution = Memory.state.player.activeMonster.getPossibleEvolutions('item')[0]; if (evolution) { await fetchMonster(evolution.monster_slug); Memory.state.player.activeMonster.evolve(evolution); UI.drawActiveMonster(); item.quantity--; } } } }, /** * @param {Array} inventory * @param {InventoryItem} item */ removeItemFromInventory (inventory, item) { inventory.splice(inventory.indexOf(item), 1); }, /* Menu - Catch */ /** * @returns {boolean} */ canCatchMonster () { return Game.isBattleType('monster') && Memory.state.activeBall; }, async catchMonster () { if (!Game.canCatchMonster()) { return; } Game.clearCurrentTurn(); Memory.state.activeBall.quantity--; if (Memory.state.activeBall.quantity === 0) { Game.removeItemFromInventory(Memory.state.player.inventory, Memory.state.activeBall); Memory.state.activeBall = null; UI.drawActiveBall(); } const caughtMonster = new Monster(Memory.state.opponent.activeMonster.slug); caughtMonster.initialize(); caughtMonster.level = Memory.state.opponent.activeMonster.level; caughtMonster.hp = Memory.state.opponent.activeMonster.hp; Memory.state.player.monsters.push(caughtMonster); await Game.encounterWildMonster(); await Game.progressTurn(); }, /* Helper */ /** * @param {Monster} monster */ setActivePlayerMonster (monster) { Memory.state.player.activeMonster = monster; Memory.state.activeTechnique = Memory.state.player.activeMonster.activeTechniques[0]; UI.drawActiveMonster(); UI.drawActiveTechniques(); }, /** * @param {Monster} monster */ async evolveMonster (monster) { await fetchMonster(monster.evolutions[0].monster_slug); monster.evolve(monster.evolutions[0]); }, /** * @param {string} type * * @returns {boolean} */ isBattleType (type) { return Memory.state.opponent.type === type; }, getStageOfDaySimple () { const hours = (new Date()).getHours(); if (hours >= 6 && hours < 18) { return 'day'; } else { return 'night'; } }, }; // Game click bindings UI.elements.nextTrainer.addEventListener('click', Game.encounterTrainer); UI.elements.nextArea.addEventListener('click', Game.progressToNextArea); UI.elements.battleOpponent.addEventListener('click', Game.battleClick); UI.elements.techniques.addEventListener('click', Game.techniqueClick); UI.elements.menuCatch.addEventListener('click', Game.catchMonster);