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https://github.com/pagefaultgames/pokerogue.git
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Merge 9cec9fc715
into 3b36ab17e4
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commit
1ff4ba9472
@ -1,4 +1,5 @@
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import { applyAbAttrs } from "#abilities/apply-ab-attrs";
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import type { TurnCommand } from "#app/battle";
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import { globalScene } from "#app/global-scene";
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import { TrickRoomTag } from "#data/arena-tag";
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import { allMoves } from "#data/data-lists";
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@ -14,19 +15,20 @@ import { BooleanHolder, randSeedShuffle } from "#utils/common";
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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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* It also checks for Trick Room and reverses the array if it is present.
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* @returns {@linkcode BattlerIndex[]} the battle indices of all pokemon on the field ordered by speed
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* @returns An array of {@linkcode BattlerIndex}es containing 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()) as Pokemon[];
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const enemyField = globalScene.getEnemyField().filter(p => p.isActive()) as Pokemon[];
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const playerField = globalScene.getPlayerField().filter(p => p.isActive());
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const enemyField = globalScene.getEnemyField().filter(p => p.isActive());
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// We shuffle the list before sorting so speed ties produce random results
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let orderedTargets: Pokemon[] = playerField.concat(enemyField);
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// We seed it with the current turn to prevent an inconsistency where it
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// was varying based on how long since you last reloaded
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// Shuffle the list before sorting so speed ties produce random results
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// This is seeded with the current turn to prevent turn order varying
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// based on how long since you last reloaded.
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let orderedTargets = (playerField as Pokemon[]).concat(enemyField);
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globalScene.executeWithSeedOffset(
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() => {
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orderedTargets = randSeedShuffle(orderedTargets);
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@ -35,25 +37,25 @@ export class TurnStartPhase extends FieldPhase {
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globalScene.waveSeed,
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);
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// Next, a check for Trick Room is applied to determine sort order.
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// Check for Trick Room and reverse sort order if active.
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// Notably, Pokerogue does NOT have the "outspeed trick room" glitch at >1809 spd.
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const speedReversed = new BooleanHolder(false);
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globalScene.arena.applyTags(TrickRoomTag, false, speedReversed);
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// Adjust the sort function based on whether Trick Room is active.
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orderedTargets.sort((a: Pokemon, b: Pokemon) => {
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const aSpeed = a?.getEffectiveStat(Stat.SPD) ?? 0;
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const bSpeed = b?.getEffectiveStat(Stat.SPD) ?? 0;
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const aSpeed = a.getEffectiveStat(Stat.SPD);
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const bSpeed = b.getEffectiveStat(Stat.SPD);
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return speedReversed.value ? aSpeed - bSpeed : bSpeed - aSpeed;
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});
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return orderedTargets.map(t => t.getFieldIndex() + (!t.isPlayer() ? BattlerIndex.ENEMY : BattlerIndex.PLAYER));
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return orderedTargets.map(t => t.getFieldIndex() + (t.isEnemy() ? BattlerIndex.ENEMY : BattlerIndex.PLAYER));
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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 also considers the priority levels of various commands and changes the result of getSpeedOrder based on such.
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* @returns {@linkcode BattlerIndex[]} the final sequence of commands for this turn
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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 An array of {@linkcode BattlerIndex}es containing all on-field Pokemon sorted in action order.
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*/
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getCommandOrder(): BattlerIndex[] {
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let moveOrder = this.getSpeedOrder();
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@ -114,7 +116,8 @@ export class TurnStartPhase extends FieldPhase {
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}
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}
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// If there is no difference between the move's calculated priorities, the game checks for differences in battlerBypassSpeed and returns the result.
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// If there is no difference between the move's calculated priorities,
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// check for differences in battlerBypassSpeed and returns the result.
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if (battlerBypassSpeed[a].value !== battlerBypassSpeed[b].value) {
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return battlerBypassSpeed[a].value ? -1 : 1;
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}
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@ -135,8 +138,6 @@ export class TurnStartPhase extends FieldPhase {
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const field = globalScene.getField();
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const moveOrder = this.getCommandOrder();
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let orderIndex = 0;
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for (const o of this.getSpeedOrder()) {
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const pokemon = field[o];
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const preTurnCommand = globalScene.currentBattle.preTurnCommands[o];
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@ -153,71 +154,24 @@ export class TurnStartPhase extends FieldPhase {
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const phaseManager = globalScene.phaseManager;
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for (const o of moveOrder) {
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moveOrder.forEach((o, index) => {
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const pokemon = field[o];
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const turnCommand = globalScene.currentBattle.turnCommands[o];
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if (turnCommand?.skip) {
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continue;
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if (!turnCommand || turnCommand.skip) {
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return;
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}
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switch (turnCommand?.command) {
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case Command.FIGHT: {
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const queuedMove = turnCommand.move;
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pokemon.turnData.order = orderIndex++;
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if (!queuedMove) {
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continue;
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}
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const move =
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pokemon.getMoveset().find(m => m.moveId === queuedMove.move && m.ppUsed < m.getMovePp()) ??
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new PokemonMove(queuedMove.move);
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if (move.getMove().hasAttr("MoveHeaderAttr")) {
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phaseManager.unshiftNew("MoveHeaderPhase", pokemon, move);
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}
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if (pokemon.isPlayer() && turnCommand.cursor === -1) {
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phaseManager.pushNew(
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"MovePhase",
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pokemon,
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turnCommand.targets || turnCommand.move!.targets,
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move,
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turnCommand.move!.useMode,
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); //TODO: is the bang correct here?
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} else {
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phaseManager.pushNew(
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"MovePhase",
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pokemon,
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turnCommand.targets || turnCommand.move!.targets,
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move,
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queuedMove.useMode,
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); // TODO: is the bang correct here?
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}
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break;
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}
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case Command.BALL:
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phaseManager.unshiftNew("AttemptCapturePhase", turnCommand.targets![0] % 2, turnCommand.cursor!); //TODO: is the bang correct here?
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break;
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case Command.POKEMON:
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{
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const switchType = turnCommand.args?.[0] ? SwitchType.BATON_PASS : SwitchType.SWITCH;
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phaseManager.unshiftNew(
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"SwitchSummonPhase",
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switchType,
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pokemon.getFieldIndex(),
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turnCommand.cursor!,
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true,
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pokemon.isPlayer(),
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);
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}
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break;
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case Command.RUN:
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{
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// Running (like ball throwing) is a team action taking up both Pokemon's turns.
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phaseManager.unshiftNew("AttemptRunPhase");
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}
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break;
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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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if (turnCommand.command === Command.FIGHT) {
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pokemon.turnData.order = index;
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}
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}
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this.handleTurnCommand(turnCommand, pokemon);
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});
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// Queue various effects for the end of the turn.
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phaseManager.pushNew("CheckInterludePhase");
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// TODO: Re-order these phases to be consistent with mainline turn order:
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@ -239,4 +193,52 @@ export class TurnStartPhase extends FieldPhase {
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*/
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this.end();
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}
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private handleTurnCommand(turnCommand: TurnCommand, pokemon: Pokemon) {
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switch (turnCommand?.command) {
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case Command.FIGHT:
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this.handleFightCommand(turnCommand, pokemon);
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break;
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case Command.BALL:
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globalScene.phaseManager.unshiftNew("AttemptCapturePhase", turnCommand.targets![0] % 2, turnCommand.cursor!); //TODO: is the bang correct here?
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break;
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case Command.POKEMON:
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globalScene.phaseManager.unshiftNew(
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"SwitchSummonPhase",
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turnCommand.args?.[0] ? SwitchType.BATON_PASS : SwitchType.SWITCH,
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pokemon.getFieldIndex(),
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turnCommand.cursor!, // TODO: Is this bang correct?
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true,
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pokemon.isPlayer(),
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);
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break;
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case Command.RUN:
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globalScene.phaseManager.unshiftNew("AttemptRunPhase");
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break;
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}
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}
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private handleFightCommand(turnCommand: TurnCommand, pokemon: Pokemon) {
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const queuedMove = turnCommand.move;
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if (!queuedMove) {
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return;
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}
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// TODO: This seems somewhat dubious
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const move =
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pokemon.getMoveset().find(m => m.moveId === queuedMove.move && m.ppUsed < m.getMovePp()) ??
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new PokemonMove(queuedMove.move);
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if (move.getMove().hasAttr("MoveHeaderAttr")) {
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globalScene.phaseManager.unshiftNew("MoveHeaderPhase", pokemon, move);
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}
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globalScene.phaseManager.pushNew(
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"MovePhase",
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pokemon,
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turnCommand.targets ?? queuedMove.targets,
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move,
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queuedMove.useMode,
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);
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}
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}
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