- Decode evolution lists from the ROM; all 251 match the pinned PRET source. - Compare CalcMonStats and CalcExpAtLevel against the original routines in the reference emulator. - Add a continuous opening playthrough from the intro to the catching tutorial, reloading a JSON save after every stage. - Port player switching in battle: the PKMN menu, forced choices after a faint, Shift mode's offer and double faints, with the original texts. - Port HP and status healing items in battle through the ROM's ItemEffects, HealingHPAmounts and StatusHealingActions tables. - Add the battle party menu and the Items pocket to the UI. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
104 lines
3.0 KiB
TypeScript
104 lines
3.0 KiB
TypeScript
import type { CrystalAssets } from "../src/game/rom/assets";
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import type { TrainerData } from "../src/game/rom/trainers";
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import type {
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Battle,
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BattleEffect,
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BattleInput,
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BattleOptions,
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} from "../src/game/battle/battle";
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import type { Bag } from "../src/game/party/bag";
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import { generatePartyMon, type PartyMon } from "../src/game/party/pokemon";
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import { defaultTextContext } from "../src/game/scripts/text";
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export const partyMon = (
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assets: CrystalAssets,
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species: number,
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level: number,
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): PartyMon =>
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generatePartyMon(assets.pokemon, {
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species,
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level,
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item: 0,
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otId: 1234,
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ot: "CHRIS",
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dvs: 0x823b,
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caughtData: 0,
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});
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/** Battle options for a wild Pokémon or a ROM trainer, with a seeded
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* stand-in for the hardware Random routine. */
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export function battleOptions(
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assets: CrystalAssets,
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trainers: TrainerData,
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party: PartyMon[],
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enemy:
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| { wild: { species: number; level: number } }
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| { trainer: [number, number] },
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{ seed = 1, bag }: { seed?: number; bag?: Bag } = {},
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): BattleOptions {
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const base = {
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data: assets.pokemon,
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party,
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bag,
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playerId: 1234,
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playerName: "CHRIS",
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timeOfDay: 1,
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pokedex: { seen: new Set<number>(), caught: new Set<number>() },
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random: () => {
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seed = (seed * 1103515245 + 12345) >>> 0;
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return (seed >>> 16) & 255;
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},
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text: () => defaultTextContext("CHRIS"),
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};
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if ("wild" in enemy) return { ...base, wild: enemy.wild };
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const trainer = trainers.trainer(...enemy.trainer);
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return {
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...base,
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trainer: {
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name: trainer.name,
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className: trainer.className,
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party: trainers.createParty(trainer),
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aiFlags: trainer.attributes.aiMoveFlags,
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switchFlags: trainer.attributes.aiItemSwitchFlags,
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reward: trainer.reward,
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},
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};
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}
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/** Run a battle. Menus take queued answers per prompt kind, then the
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* defaults: the first move, YES, cancelling a move to forget and the
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* first party slot. */
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export function playBattle(
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battle: Battle,
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queued: Partial<Record<BattleEffect["kind"], BattleInput[]>> = {},
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) {
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const texts: string[] = [],
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prompts: BattleEffect[] = [];
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const run = battle.run();
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let input: BattleInput;
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for (let step = 0; step < 3000; step++) {
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const next = run.next(input);
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if (next.done) return { texts, prompts, result: next.value.result };
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const effect = next.value;
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input = undefined;
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if (effect.kind === "text") texts.push(effect.text.replace(/\n/g, " "));
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else if (effect.kind !== "hud") {
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prompts.push(effect);
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const answer = queued[effect.kind]?.shift();
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input =
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answer !== undefined
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? answer
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: effect.kind === "action"
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? { action: "fight", move: 0 }
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: effect.kind === "yesno"
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? 1
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: effect.kind === "forget"
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? 4
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: effect.kind === "party"
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? 0
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: undefined;
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}
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}
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throw new Error("Battle did not end.");
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}
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