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Update turn-start-phase.ts
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@ -17,9 +17,9 @@ export class TurnStartPhase extends FieldPhase {
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public readonly phaseName = "TurnStartPhase";
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/**
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* This orders the active Pokemon on the field by speed into an BattlerIndex array and returns that array.
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* Helper method to retrieve the current speed order of the combattants.
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* It also checks for Trick Room and reverses the array if it is present.
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* @returns An array of {@linkcode BattlerIndex}es containing all on-field Pokemon sorted in speed order.
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* @returns The {@linkcode BattlerIndex}es of all on-field Pokemon, sorted in speed order.
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*/
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getSpeedOrder(): BattlerIndex[] {
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const playerField = globalScene.getPlayerField().filter(p => p.isActive());
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@ -53,7 +53,7 @@ export class TurnStartPhase extends FieldPhase {
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}
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/**
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* This takes the result of getSpeedOrder and applies priority / bypass speed attributes to it.
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* This takes the result of {@linkcode getSpeedOrder} and applies priority / bypass speed attributes to it.
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* This also considers the priority levels of various commands and changes the result of `getSpeedOrder` based on such.
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* @returns The `BattlerIndex`es of all on-field Pokemon sorted in action order.
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*/
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@ -164,7 +164,7 @@ export class TurnStartPhase extends FieldPhase {
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// TODO: Remove `turnData.order` -
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// it is used exclusively for Fusion Flare/Bolt
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// and uses a really jank implementation
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// and uses a really jank (and incorrect) implementation
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if (turnCommand.command === Command.FIGHT) {
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pokemon.turnData.order = index;
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}
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