Files
infinitefusion-e18/Data/Scripts/011_Battle/003_Battle/003_Battle_StartAndEnd.rb

546 lines
21 KiB
Ruby

class PokeBattle_Battle
class BattleAbortedException < Exception; end
def pbAbort
raise BattleAbortedException.new("Battle aborted")
end
#=============================================================================
# Makes sure all Pokémon exist that need to. Alter the type of battle if
# necessary. Will never try to create battler positions, only delete them
# (except for wild Pokémon whose number of positions are fixed). Reduces the
# size of each side by 1 and tries again. If the side sizes are uneven, only
# the larger side's size will be reduced by 1 each time, until both sides are
# an equal size (then both sides will be reduced equally).
#=============================================================================
def pbEnsureParticipants
# Prevent battles larger than 2v2 if both sides have multiple trainers
# NOTE: This is necessary to ensure that battlers can never become unable to
# hit each other due to being too far away. In such situations,
# battlers will move to the centre position at the end of a round, but
# because they cannot move into a position owned by a different
# trainer, it's possible that battlers will be unable to move close
# enough to hit each other if there are multiple trainers on each
# side.
if trainerBattle? && (@sideSizes[0]>2 || @sideSizes[1]>2) &&
@player.length>1 && @opponent.length>1
raise _INTL("Can't have battles larger than 2v2 where both sides have multiple trainers")
end
# Find out how many Pokémon each trainer has
side1counts = pbAbleTeamCounts(0)
side2counts = pbAbleTeamCounts(1)
# Change the size of the battle depending on how many wild Pokémon there are
if wildBattle? && side2counts[0]!=@sideSizes[1]
if @sideSizes[0]==@sideSizes[1]
# Even number of battlers per side, change both equally
@sideSizes = [side2counts[0],side2counts[0]]
else
# Uneven number of battlers per side, just change wild side's size
@sideSizes[1] = side2counts[0]
end
end
# Check if battle is possible, including changing the number of battlers per
# side if necessary
loop do
needsChanging = false
for side in 0...2 # Each side in turn
next if side==1 && wildBattle? # Wild side's size already checked above
sideCounts = (side==0) ? side1counts : side2counts
requireds = []
# Find out how many Pokémon each trainer on side needs to have
for i in 0...@sideSizes[side]
idxTrainer = pbGetOwnerIndexFromBattlerIndex(i*2+side)
requireds[idxTrainer] = 0 if requireds[idxTrainer].nil?
requireds[idxTrainer] += 1
end
# Compare the have values with the need values
if requireds.length>sideCounts.length
raise _INTL("Error: def pbGetOwnerIndexFromBattlerIndex gives invalid owner index ({1} for battle type {2}v{3}, trainers {4}v{5})",
requireds.length-1,@sideSizes[0],@sideSizes[1],side1counts.length,side2counts.length)
end
sideCounts.each_with_index do |_count,i|
if !requireds[i] || requireds[i]==0
raise _INTL("Player-side trainer {1} has no battler position for their Pokémon to go (trying {2}v{3} battle)",
i+1,@sideSizes[0],@sideSizes[1]) if side==0
raise _INTL("Opposing trainer {1} has no battler position for their Pokémon to go (trying {2}v{3} battle)",
i+1,@sideSizes[0],@sideSizes[1]) if side==1
end
next if requireds[i]<=sideCounts[i] # Trainer has enough Pokémon to fill their positions
if requireds[i]==1
raise _INTL("Player-side trainer {1} has no able Pokémon",i+1) if side==0
raise _INTL("Opposing trainer {1} has no able Pokémon",i+1) if side==1
end
# Not enough Pokémon, try lowering the number of battler positions
needsChanging = true
break
end
break if needsChanging
end
break if !needsChanging
# Reduce one or both side's sizes by 1 and try again
if wildBattle?
PBDebug.log("#{@sideSizes[0]}v#{@sideSizes[1]} battle isn't possible " +
"(#{side1counts} player-side teams versus #{side2counts[0]} wild Pokémon)")
newSize = @sideSizes[0]-1
else
PBDebug.log("#{@sideSizes[0]}v#{@sideSizes[1]} battle isn't possible " +
"(#{side1counts} player-side teams versus #{side2counts} opposing teams)")
newSize = @sideSizes.max-1
end
if newSize==0
raise _INTL("Couldn't lower either side's size any further, battle isn't possible")
end
for side in 0...2
next if side==1 && wildBattle? # Wild Pokémon's side size is fixed
next if @sideSizes[side]==1 || newSize>@sideSizes[side]
@sideSizes[side] = newSize
end
PBDebug.log("Trying #{@sideSizes[0]}v#{@sideSizes[1]} battle instead")
end
end
#=============================================================================
# Set up all battlers
#=============================================================================
def pbCreateBattler(idxBattler,pkmn,idxParty)
if !@battlers[idxBattler].nil?
raise _INTL("Battler index {1} already exists",idxBattler)
end
@battlers[idxBattler] = PokeBattle_Battler.new(self,idxBattler)
@positions[idxBattler] = PokeBattle_ActivePosition.new
pbClearChoice(idxBattler)
@successStates[idxBattler] = PokeBattle_SuccessState.new
@battlers[idxBattler].pbInitialize(pkmn,idxParty)
end
def pbSetUpSides
ret = [[],[]]
for side in 0...2
# Set up wild Pokémon
if side==1 && wildBattle?
pbParty(1).each_with_index do |pkmn,idxPkmn|
pbCreateBattler(2*idxPkmn+side,pkmn,idxPkmn)
# Changes the Pokémon's form upon entering battle (if it should)
@peer.pbOnEnteringBattle(self, @battlers[2 * idxPkmn + side], pkmn, true)
pbSetSeen(@battlers[2*idxPkmn+side])
@usedInBattle[side][idxPkmn] = true
end
next
end
# Set up player's Pokémon and trainers' Pokémon
trainer = (side==0) ? @player : @opponent
requireds = []
# Find out how many Pokémon each trainer on side needs to have
for i in 0...@sideSizes[side]
idxTrainer = pbGetOwnerIndexFromBattlerIndex(i*2+side)
requireds[idxTrainer] = 0 if requireds[idxTrainer].nil?
requireds[idxTrainer] += 1
end
# For each trainer in turn, find the needed number of Pokémon for them to
# send out, and initialize them
battlerNumber = 0
trainer.each_with_index do |_t,idxTrainer|
ret[side][idxTrainer] = []
eachInTeam(side,idxTrainer) do |pkmn,idxPkmn|
next if !pkmn.able?
idxBattler = 2*battlerNumber+side
pbCreateBattler(idxBattler,pkmn,idxPkmn)
ret[side][idxTrainer].push(idxBattler)
battlerNumber += 1
break if ret[side][idxTrainer].length>=requireds[idxTrainer]
end
end
end
return ret
end
#=============================================================================
# Send out all battlers at the start of battle
#=============================================================================
def pbStartBattleSendOut(sendOuts)
# "Want to battle" messages
if wildBattle?
foeParty = pbParty(1)
case foeParty.length
when 1
pbDisplayPaused(_INTL("Oh! A wild {1} appeared!",foeParty[0].name))
when 2
pbDisplayPaused(_INTL("Oh! A wild {1} and {2} appeared!",foeParty[0].name,
foeParty[1].name))
when 3
pbDisplayPaused(_INTL("Oh! A wild {1}, {2} and {3} appeared!",foeParty[0].name,
foeParty[1].name,foeParty[2].name))
end
else # Trainer battle
case @opponent.length
when 1
pbDisplayPaused(_INTL("You are challenged by {1}!",@opponent[0].full_name))
when 2
pbDisplayPaused(_INTL("You are challenged by {1} and {2}!",@opponent[0].full_name,
@opponent[1].full_name))
when 3
pbDisplayPaused(_INTL("You are challenged by {1}, {2} and {3}!",
@opponent[0].full_name,@opponent[1].full_name,@opponent[2].full_name))
end
end
# Send out Pokémon (opposing trainers first)
for side in [1,0]
next if side==1 && wildBattle?
msg = ""
toSendOut = []
trainers = (side==0) ? @player : @opponent
# Opposing trainers and partner trainers's messages about sending out Pokémon
trainers.each_with_index do |t,i|
next if side==0 && i==0 # The player's message is shown last
msg += "\r\n" if msg.length>0
sent = sendOuts[side][i]
case sent.length
when 1
msg += _INTL("{1} sent out {2}!",t.full_name,@battlers[sent[0]].name)
when 2
msg += _INTL("{1} sent out {2} and {3}!",t.full_name,
@battlers[sent[0]].name,@battlers[sent[1]].name)
when 3
msg += _INTL("{1} sent out {2}, {3} and {4}!",t.full_name,
@battlers[sent[0]].name,@battlers[sent[1]].name,@battlers[sent[2]].name)
end
toSendOut.concat(sent)
end
# The player's message about sending out Pokémon
if side==0
msg += "\r\n" if msg.length>0
sent = sendOuts[side][0]
case sent.length
when 1
msg += _INTL("Go! {1}!",@battlers[sent[0]].name)
when 2
msg += _INTL("Go! {1} and {2}!",@battlers[sent[0]].name,@battlers[sent[1]].name)
when 3
msg += _INTL("Go! {1}, {2} and {3}!",@battlers[sent[0]].name,
@battlers[sent[1]].name,@battlers[sent[2]].name)
end
toSendOut.concat(sent)
end
pbDisplayBrief(msg) if msg.length>0
# The actual sending out of Pokémon
animSendOuts = []
toSendOut.each do |idxBattler|
animSendOuts.push([idxBattler,@battlers[idxBattler].pokemon])
end
pbSendOut(animSendOuts,true)
end
end
#=============================================================================
# Start a battle
#=============================================================================
def pbStartBattle
PBDebug.log("")
PBDebug.log("******************************************")
logMsg = "[Started battle] "
if @sideSizes[0]==1 && @sideSizes[1]==1
logMsg += "Single "
elsif @sideSizes[0]==2 && @sideSizes[1]==2
logMsg += "Double "
elsif @sideSizes[0]==3 && @sideSizes[1]==3
logMsg += "Triple "
else
logMsg += "#{@sideSizes[0]}v#{@sideSizes[1]} "
end
logMsg += "wild " if wildBattle?
logMsg += "trainer " if trainerBattle?
logMsg += "battle (#{@player.length} trainer(s) vs. "
logMsg += "#{pbParty(1).length} wild Pokémon)" if wildBattle?
logMsg += "#{@opponent.length} trainer(s))" if trainerBattle?
PBDebug.log(logMsg)
pbEnsureParticipants
begin
pbStartBattleCore
rescue BattleAbortedException
@decision = 0
@scene.pbEndBattle(@decision)
end
return @decision
end
def pbStartBattleCore
# Set up the battlers on each side
sendOuts = pbSetUpSides
# Create all the sprites and play the battle intro animation
@scene.pbStartBattle(self)
# Show trainers on both sides sending out Pokémon
pbStartBattleSendOut(sendOuts)
# Weather announcement
weather_data = GameData::BattleWeather.try_get(@field.weather)
pbCommonAnimation(weather_data.animation) if weather_data
case @field.weather
when :Sun then pbDisplay(_INTL("The sunlight is strong."))
when :Rain then pbDisplay(_INTL("It is raining."))
when :Sandstorm then pbDisplay(_INTL("A sandstorm is raging."))
when :Hail then pbDisplay(_INTL("Hail is falling."))
when :HarshSun then pbDisplay(_INTL("The sunlight is extremely harsh."))
when :HeavyRain then pbDisplay(_INTL("It is raining heavily."))
when :StrongWinds then pbDisplay(_INTL("The wind is strong."))
when :ShadowSky then pbDisplay(_INTL("The sky is shadowy."))
end
# Terrain announcement
terrain_data = GameData::BattleTerrain.try_get(@field.terrain)
pbCommonAnimation(terrain_data.animation) if terrain_data
case @field.terrain
when :Electric
pbDisplay(_INTL("An electric current runs across the battlefield!"))
when :Grassy
pbDisplay(_INTL("Grass is covering the battlefield!"))
when :Misty
pbDisplay(_INTL("Mist swirls about the battlefield!"))
when :Psychic
pbDisplay(_INTL("The battlefield is weird!"))
end
# Abilities upon entering battle
pbOnAllBattlersEnteringBattle
# Main battle loop
pbBattleLoop
end
#=============================================================================
# Main battle loop
#=============================================================================
def pbBattleLoop
@turnCount = 0
loop do # Now begin the battle loop
PBDebug.log("")
PBDebug.log("***Round #{@turnCount+1}***")
if @debug && @turnCount>=100
@decision = pbDecisionOnTime
PBDebug.log("")
PBDebug.log("***Undecided after 100 rounds, aborting***")
pbAbort
break
end
PBDebug.log("")
# Command phase
PBDebug.logonerr { pbCommandPhase }
break if @decision>0
# Attack phase
PBDebug.logonerr { pbAttackPhase }
break if @decision>0
# End of round phase
PBDebug.logonerr { pbEndOfRoundPhase }
break if @decision>0
@turnCount += 1
end
pbEndOfBattle
end
#=============================================================================
# End of battle
#=============================================================================
def pbGainMoney
return if !@internalBattle || !@moneyGain
# Money rewarded from opposing trainers
if trainerBattle?
tMoney = 0
@opponent.each_with_index do |t,i|
tMoney += pbMaxLevelInTeam(1, i) * t.base_money
end
tMoney *= 2 if @field.effects[PBEffects::AmuletCoin]
tMoney *= 2 if @field.effects[PBEffects::HappyHour]
oldMoney = pbPlayer.money
pbPlayer.money += tMoney
moneyGained = pbPlayer.money-oldMoney
if moneyGained>0
$stats.battle_money_gained += moneyGained
pbDisplayPaused(_INTL("You got ${1} for winning!",moneyGained.to_s_formatted))
end
end
# Pick up money scattered by Pay Day
if @field.effects[PBEffects::PayDay]>0
@field.effects[PBEffects::PayDay] *= 2 if @field.effects[PBEffects::AmuletCoin]
@field.effects[PBEffects::PayDay] *= 2 if @field.effects[PBEffects::HappyHour]
oldMoney = pbPlayer.money
pbPlayer.money += @field.effects[PBEffects::PayDay]
moneyGained = pbPlayer.money-oldMoney
if moneyGained>0
$stats.battle_money_gained += moneyGained
pbDisplayPaused(_INTL("You picked up ${1}!",moneyGained.to_s_formatted))
end
end
end
def pbLoseMoney
return if !@internalBattle || !@moneyGain
return if $game_switches[Settings::NO_MONEY_LOSS]
maxLevel = pbMaxLevelInTeam(0,0) # Player's Pokémon only, not partner's
multiplier = [8,16,24,36,48,64,80,100,120]
idxMultiplier = [pbPlayer.badge_count, multiplier.length - 1].min
tMoney = maxLevel*multiplier[idxMultiplier]
tMoney = pbPlayer.money if tMoney>pbPlayer.money
oldMoney = pbPlayer.money
pbPlayer.money -= tMoney
moneyLost = oldMoney-pbPlayer.money
if moneyLost>0
$stats.battle_money_lost += moneyLost
if trainerBattle?
pbDisplayPaused(_INTL("You gave ${1} to the winner...",moneyLost.to_s_formatted))
else
pbDisplayPaused(_INTL("You panicked and dropped ${1}...",moneyLost.to_s_formatted))
end
end
end
def pbEndOfBattle
oldDecision = @decision
@decision = 4 if @decision==1 && wildBattle? && @caughtPokemon.length>0
case oldDecision
##### WIN #####
when 1
PBDebug.log("")
PBDebug.log("***Player won***")
if trainerBattle?
@scene.pbTrainerBattleSuccess
case @opponent.length
when 1
pbDisplayPaused(_INTL("You defeated {1}!",@opponent[0].full_name))
when 2
pbDisplayPaused(_INTL("You defeated {1} and {2}!",@opponent[0].full_name,
@opponent[1].full_name))
when 3
pbDisplayPaused(_INTL("You defeated {1}, {2} and {3}!",@opponent[0].full_name,
@opponent[1].full_name,@opponent[2].full_name))
end
@opponent.each_with_index do |_t,i|
@scene.pbShowOpponent(i)
msg = (@endSpeeches[i] && @endSpeeches[i]!="") ? @endSpeeches[i] : "..."
pbDisplayPaused(msg.gsub(/\\[Pp][Nn]/,pbPlayer.name))
end
end
# Gain money from winning a trainer battle, and from Pay Day
pbGainMoney if @decision!=4
# Hide remaining trainer
@scene.pbShowOpponent(@opponent.length) if trainerBattle? && @caughtPokemon.length>0
##### LOSE, DRAW #####
when 2, 5
PBDebug.log("")
PBDebug.log("***Player lost***") if @decision==2
PBDebug.log("***Player drew with opponent***") if @decision==5
if @internalBattle
pbDisplayPaused(_INTL("You have no more Pokémon that can fight!"))
if trainerBattle?
case @opponent.length
when 1
pbDisplayPaused(_INTL("You lost against {1}!",@opponent[0].full_name))
when 2
pbDisplayPaused(_INTL("You lost against {1} and {2}!",
@opponent[0].full_name,@opponent[1].full_name))
when 3
pbDisplayPaused(_INTL("You lost against {1}, {2} and {3}!",
@opponent[0].full_name,@opponent[1].full_name,@opponent[2].full_name))
end
end
# Lose money from losing a battle
pbLoseMoney
pbDisplayPaused(_INTL("You blacked out!")) if !@canLose
elsif @decision==2
if @opponent
@opponent.each_with_index do |_t,i|
@scene.pbShowOpponent(i)
msg = (@endSpeechesWin[i] && @endSpeechesWin[i]!="") ? @endSpeechesWin[i] : "..."
pbDisplayPaused(msg.gsub(/\\[Pp][Nn]/,pbPlayer.name))
end
end
end
##### CAUGHT WILD POKÉMON #####
when 4
@scene.pbWildBattleSuccess if !Settings::GAIN_EXP_FOR_CAPTURE
end
# Register captured Pokémon in the Pokédex, and store them
pbRecordAndStoreCaughtPokemon
# Collect Pay Day money in a wild battle that ended in a capture
pbGainMoney if @decision==4
# Pass on Pokérus within the party
if @internalBattle
infected = []
$player.party.each_with_index do |pkmn,i|
infected.push(i) if pkmn.pokerusStage==1
end
infected.each do |idxParty|
strain = $player.party[idxParty].pokerusStrain
if idxParty > 0 && $player.party[idxParty - 1].pokerusStage == 0
$player.party[idxParty - 1].givePokerus(strain) if rand(3) == 0 # 33%
end
if idxParty < $player.party.length - 1 && $player.party[idxParty + 1].pokerusStage == 0
$player.party[idxParty + 1].givePokerus(strain) if rand(3) == 0 # 33%
end
end
end
# Clean up battle stuff
@scene.pbEndBattle(@decision)
@battlers.each do |b|
next if !b
pbCancelChoice(b.index) # Restore unused items to Bag
BattleHandlers.triggerAbilityOnSwitchOut(b.ability,b,true) if b.abilityActive?
end
pbParty(0).each_with_index do |pkmn,i|
next if !pkmn
@peer.pbOnLeavingBattle(self,pkmn,@usedInBattle[0][i],true) # Reset form
pkmn.item = @initialItems[0][i]
end
return @decision
end
#=============================================================================
# Judging
#=============================================================================
def pbJudgeCheckpoint(user,move=nil); end
def pbDecisionOnTime
counts = [0,0]
hpTotals = [0,0]
for side in 0...2
pbParty(side).each do |pkmn|
next if !pkmn || !pkmn.able?
counts[side] += 1
hpTotals[side] += pkmn.hp
end
end
return 1 if counts[0]>counts[1] # Win (player has more able Pokémon)
return 2 if counts[0]<counts[1] # Loss (foe has more able Pokémon)
return 1 if hpTotals[0]>hpTotals[1] # Win (player has more HP in total)
return 2 if hpTotals[0]<hpTotals[1] # Loss (foe has more HP in total)
return 5 # Draw
end
# Unused
def pbDecisionOnTime2
counts = [0,0]
hpTotals = [0,0]
for side in 0...2
pbParty(side).each do |pkmn|
next if !pkmn || !pkmn.able?
counts[side] += 1
hpTotals[side] += 100*pkmn.hp/pkmn.totalhp
end
hpTotals[side] /= counts[side] if counts[side]>1
end
return 1 if counts[0]>counts[1] # Win (player has more able Pokémon)
return 2 if counts[0]<counts[1] # Loss (foe has more able Pokémon)
return 1 if hpTotals[0]>hpTotals[1] # Win (player has a bigger average HP %)
return 2 if hpTotals[0]<hpTotals[1] # Loss (foe has a bigger average HP %)
return 5 # Draw
end
def pbDecisionOnDraw; return 5; end # Draw
def pbJudge
fainted1 = pbAllFainted?(0)
fainted2 = pbAllFainted?(1)
if fainted1 && fainted2
@decision = pbDecisionOnDraw # Draw
elsif fainted1
@decision = 2 # Loss
elsif fainted2
@decision = 1 # Win
end
end
end