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Implemented all feedback from Tempo-anon. Tsdoc created for class and apply, Unnessesary comments removed, getMyHeldItems removed as a function and made inline.
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@ -2654,36 +2654,58 @@ export class LessPPMorePowerAttr extends VariablePowerAttr {
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}
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}
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/**
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* Represents the Fling attribute which extends VariablePowerAttr.
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* This class handles the logic for the Fling move in the game.
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*/
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export class FlingAttr extends VariablePowerAttr {
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protected randomItem;
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protected randomItem: string;
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/**
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* Applies the Fling move logic to the given user and target Pokémon.
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* Determines the random item to be used, calculates power, and removes the item.
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*
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* @param user - The Pokémon using the move.
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* @param target - The target Pokémon.
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* @param move - The move being used.
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* @param args - Additional arguments for the move. The first element is expected to be a Utils.NumberHolder which holds the power of the move.
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* This power value is dynamically calculated based on the item being flung.
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* @returns A boolean indicating whether the move was successfully applied.
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*/
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apply(user: Pokemon, target: Pokemon, move: Move, args: any[]): boolean {
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const power = args[0] as Utils.NumberHolder; //to be changed based on held item
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const heldItems = this.getMyHeldItems(user); //gets all held items carried by user's pokemon
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if (heldItems.length === 0) { //user has no held item
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const power = args[0] as Utils.NumberHolder;
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// Inline logic to retrieve the held items for the given Pokémon
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const heldItems = user.scene.findModifiers(
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(m) => m instanceof PokemonHeldItemModifier && (m as PokemonHeldItemModifier).pokemonId === user.id,
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user.isPlayer()
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) as PokemonHeldItemModifier[];
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if (heldItems.length === 0) {
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power.value = 0;
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user.scene.queueMessage("But it failed!");
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return false;
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}
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const arr10i = [
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"Sitrus Berry","Lum Berry","Enigma Berry","Liechi Berry","Ganlon Berry","Petaya Berry","Apicot Berry","Salac Berry",
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"Lansat Berry","Starf Berry","Leppa Berry","Choice Band", "Choice Scarf", "Choice Specs", "Air Balloon", "Absorb Bulb", "Amulet Coin", "Big Root",
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"Sitrus Berry", "Lum Berry", "Enigma Berry", "Liechi Berry", "Ganlon Berry", "Petaya Berry", "Apicot Berry", "Salac Berry",
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"Lansat Berry", "Starf Berry", "Leppa Berry", "Choice Band", "Choice Scarf", "Choice Specs", "Air Balloon", "Absorb Bulb", "Amulet Coin", "Big Root",
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"Destiny Knot", "Expert Belt", "Focus Band", "Focus Sash", "Lagging Tail", "Leftovers", "Mental Herb",
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"Muscle Band", "Power Herb", "Red Card", "Shed Shell", "Silk Scarf", "Silver Powder", "Smooth Rock", "Soft Sand",
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"Soothe Bell", "White Herb","Wide Lens", "Wise Glasses", "Zoom Lens"
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"Soothe Bell", "White Herb", "Wide Lens", "Wise Glasses", "Zoom Lens"
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];
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const arr30i = [
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"Flame Orb","Yellow Flute", "Amulet Coin", "Binding Band", "Black Belt", "Black Glasses", "Black Sludge", "Cell Battery",
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"Flame Orb", "Yellow Flute", "Amulet Coin", "Binding Band", "Black Belt", "Black Glasses", "Black Sludge", "Cell Battery",
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"Charcoal", "Eject Button", "Escape Rope", "Exp. Share",
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"Float Stone", "Heart Scale", "King's Rock", "Life Orb", "Light Ball", "Light Clay",
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"Lucky Egg", "Luminous Moss", "Magnet", "Metal Coat", "Metronome", "Miracle Seed",
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"Mystic Water", "NeverMeltIce", "Pearl", "Poké Doll", "Razor Fang", "Scope Lens", "Shell Bell",
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"Smoke Ball", "Snowball", "Spell Tag", "Stardust", "Toxic Orb",
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"Twisted Spoon"];
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const arr40i = ["Eviolite","Icy Rock"];
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const arr40i = ["Eviolite", "Icy Rock"];
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const arr50i = ["Sharp Beak"];
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const arr60i = ["Damp Rock", "Heat Rock", "Macho Brace", "Rocky Helmet"];
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const arr70i = [ "Dragon Fang", "Poison Barb","Power Anklet", "Power Band", "Power Belt", "Power Bracer",
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const arr70i = ["Dragon Fang", "Poison Barb", "Power Anklet", "Power Band", "Power Belt", "Power Bracer",
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"Power Lens", "Power Weight"];
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const arr80i = [
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"Assault Vest", "Quick Claw", "Razor Claw",
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@ -2694,7 +2716,7 @@ export class FlingAttr extends VariablePowerAttr {
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const arr100i = ["Hard Stone"];
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const arr130i = ["Iron Ball"];
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//all items turned to lower case to match item name as in game code
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// All items turned to lower case to match item name as in game code
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const arr10 = arr10i.map(item => item.toLowerCase());
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const arr30 = arr30i.map(item => item.toLowerCase());
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const arr40 = arr40i.map(item => item.toLowerCase());
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@ -2706,10 +2728,10 @@ export class FlingAttr extends VariablePowerAttr {
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const arr100 = arr100i.map(item => item.toLowerCase());
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const arr130 = arr130i.map(item => item.toLowerCase());
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const allItems= [...arr10, ...arr30, ...arr40, ...arr50, ...arr60, ...arr70, ...arr80, ...arr90, ...arr100, ...arr130];
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const allItems = [...arr10, ...arr30, ...arr40, ...arr50, ...arr60, ...arr70, ...arr80, ...arr90, ...arr100, ...arr130];
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const validHeldItems = heldItems.filter(item => allItems.includes(item.type.name.toLowerCase().replace(/_/g, " ")));
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if (validHeldItems.length === 0) { //user has no flingable held item
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if (validHeldItems.length === 0) { // user has no flingable held item
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power.value = 0;
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user.scene.queueMessage("No valid item found!");
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return false;
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@ -2719,7 +2741,7 @@ export class FlingAttr extends VariablePowerAttr {
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this.randomItem = randomHeldItemModifier.type.name;
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this.randomItem = this.randomItem.toLowerCase().replace(/_/g, " ");
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if (this.randomItem) { //assigns value to power and removes item in possesion
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if (this.randomItem) { // assigns value to power and removes item in possession
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if (arr10.includes(this.randomItem)) {
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power.value = 10;
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user.scene.removeModifier(randomHeldItemModifier, !user.isPlayer());
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@ -2777,14 +2799,9 @@ export class FlingAttr extends VariablePowerAttr {
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user.scene.queueMessage("But it failed!");
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return false;
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}
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getMyHeldItems(user: Pokemon): PokemonHeldItemModifier[] {
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return user.scene.findModifiers(m => m instanceof PokemonHeldItemModifier
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&& (m as PokemonHeldItemModifier).pokemonId === user.id, user.isPlayer()) as PokemonHeldItemModifier[];
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}
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}
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export class MovePowerMultiplierAttr extends VariablePowerAttr {
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private powerMultiplierFunc: (user: Pokemon, target: Pokemon, move: Move) => number;
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