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Interesting point. Most of the important stuff is certainly done server-side, like determining whether a Pokemon appears at coordinates x,y or not (though my guess is the client is tasked with this, and then says "Hey server, I'm showing there should be a Pidgey at x,y, I'm gonna try to catch it." The server confirms by running the exact same deterministic check on x,y, then says "Yep, I see it too," or "No, you're a filthy liar, Joey.") But for the actual "I caught it" or "I missed it," unless the exact user input is sent to the server, and then the server simulates the projected path of the throw, the client seems like it gets to say that. So perhaps the client could actually say "I hit it perfectly," and the server just says "Well if you say so." |
Checking if a throw resulted in a capture server-side would be weird, I don't see why it couldn't be done on the client. It could be querying for the players inventory, to see if they have enough pokeballs? It'd still be better to just sync that once before the fight...
My best guess is, the conditions for a Pokemon running away involve something only the server knows. A weak example: maybe it considers other players in the area - pokemon might be more likely to run away if the area is too crowded? So every once in a while the client asks the server how many players are there nearby, or something.