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https://github.com/pagefaultgames/pokerogue.git
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Reorganizing option processing
This commit is contained in:
parent
b46d890689
commit
5f64eec5ec
@ -500,6 +500,37 @@ export default class PartyUiHandler extends MessageUiHandler {
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return true;
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return true;
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}
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}
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// TODO: Does this need to check that selectCallback exists?
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processTransferOption(): boolean {
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const ui = this.getUi();
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if (this.transferCursor !== this.cursor) {
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if (this.transferAll) {
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this.getTransferrableItemsFromPokemon(globalScene.getPlayerParty()[this.transferCursor]).forEach(
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(_, i, array) => {
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const invertedIndex = array.length - 1 - i;
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(this.selectCallback as PartyModifierTransferSelectCallback)(
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this.transferCursor,
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invertedIndex,
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this.transferQuantitiesMax[invertedIndex],
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this.cursor,
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);
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},
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);
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} else {
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(this.selectCallback as PartyModifierTransferSelectCallback)(
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this.transferCursor,
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this.transferOptionCursor,
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this.transferQuantities[this.transferOptionCursor],
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this.cursor,
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);
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}
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}
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this.clearTransfer();
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ui.playSelect();
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return true;
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}
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// TODO: This will be largely changed with the modifier rework
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processModifierTransferModeInput(button: Button) {
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processModifierTransferModeInput(button: Button) {
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let success = false;
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let success = false;
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const ui = this.getUi();
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const ui = this.getUi();
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@ -507,6 +538,7 @@ export default class PartyUiHandler extends MessageUiHandler {
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if (button === Button.ACTION) {
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if (button === Button.ACTION) {
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const pokemon = globalScene.getPlayerParty()[this.cursor];
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const pokemon = globalScene.getPlayerParty()[this.cursor];
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// TODO: Revise this condition
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if (!this.transferMode && option !== PartyOption.CANCEL) {
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if (!this.transferMode && option !== PartyOption.CANCEL) {
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this.startTransfer();
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this.startTransfer();
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@ -682,10 +714,12 @@ export default class PartyUiHandler extends MessageUiHandler {
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return true;
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return true;
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}
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}
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// TODO: Careful about using success for the return values here
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// TODO: Careful about using success for the return values here. Find a better way
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// PartyOption.ALL, and options specific to the mode (held items)
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if (this.partyUiMode === PartyUiMode.MODIFIER_TRANSFER) {
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if (this.partyUiMode === PartyUiMode.MODIFIER_TRANSFER) {
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success = this.processModifierTransferModeInput(button);
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success = this.processModifierTransferModeInput(button);
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}
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}
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// options specific to the mode (moves)
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if (this.partyUiMode === PartyUiMode.REMEMBER_MOVE_MODIFIER) {
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if (this.partyUiMode === PartyUiMode.REMEMBER_MOVE_MODIFIER) {
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success = this.processRememberMoveModeInput(button);
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success = this.processRememberMoveModeInput(button);
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}
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}
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@ -698,6 +732,7 @@ export default class PartyUiHandler extends MessageUiHandler {
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if (button === Button.ACTION) {
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if (button === Button.ACTION) {
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const pokemon = globalScene.getPlayerParty()[this.cursor];
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const pokemon = globalScene.getPlayerParty()[this.cursor];
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// These are the options that do not involve a callback
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if (option === PartyOption.SUMMARY) {
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if (option === PartyOption.SUMMARY) {
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return this.processSummaryOption(pokemon);
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return this.processSummaryOption(pokemon);
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}
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}
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@ -713,88 +748,8 @@ export default class PartyUiHandler extends MessageUiHandler {
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if (option === PartyOption.RENAME) {
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if (option === PartyOption.RENAME) {
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return this.processRenameOption(pokemon);
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return this.processRenameOption(pokemon);
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}
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}
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if (option === PartyOption.RELEASE) {
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// This is only relevant for PartyUiMode.CHECK
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return this.processReleaseOption(pokemon);
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// TODO: This risks hitting the other options (.MOVE_i and ALL) so does it? Do we need an extra check?
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}
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// TODO: Figure out better what this option is supposed to do---presumably we want a callback
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if (option === PartyOption.SELECT) {
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ui.playSelect();
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return true;
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}
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const filterResult = this.getFilterResult(option, pokemon);
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if (filterResult) {
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this.clearOptions();
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this.showText(filterResult as string, undefined, () => this.showText("", 0), undefined, true);
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}
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// This is always going to return
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if (this.partyUiMode !== PartyUiMode.SPLICE) {
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this.clearOptions();
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}
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// For what modes is a selectCallback needed?
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// PartyUiMode.SELECT
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// PartyUiMode.RELEASE
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// PartyUiMode.FAINT_SWITCH
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// PartyUiMode.REVIVAL_BLESSING
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// PartyUiMode.MODIFIER_TRANSFER
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// PartyUiMode.CHECK
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// PartyUiMode.SPLICE
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// PartyUiMode.TM_MODIFIER
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// PartyUiMode.REMEMBER_MOVE_MODIFIER
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// PartyUiMode.MODIFIER
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// PartyUiMode.POST_BATTLE_SWITCH
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if (this.selectCallback) {
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if (option === PartyOption.TRANSFER) {
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if (this.transferCursor !== this.cursor) {
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if (this.transferAll) {
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this.getTransferrableItemsFromPokemon(globalScene.getPlayerParty()[this.transferCursor]).forEach(
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(_, i, array) => {
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const invertedIndex = array.length - 1 - i;
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(this.selectCallback as PartyModifierTransferSelectCallback)(
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this.transferCursor,
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invertedIndex,
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this.transferQuantitiesMax[invertedIndex],
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this.cursor,
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);
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},
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);
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} else {
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(this.selectCallback as PartyModifierTransferSelectCallback)(
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this.transferCursor,
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this.transferOptionCursor,
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this.transferQuantities[this.transferOptionCursor],
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this.cursor,
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);
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}
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}
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this.clearTransfer();
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ui.playSelect();
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return true;
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}
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if (this.partyUiMode === PartyUiMode.SPLICE) {
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if (option === PartyOption.SPLICE) {
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(this.selectCallback as PartyModifierSpliceSelectCallback)(this.transferCursor, this.cursor);
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this.clearTransfer();
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// TODO: Surely this else should specify some other option too...
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} else {
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this.startTransfer();
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}
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this.clearOptions();
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ui.playSelect();
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return true;
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}
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if (this.partyUiMode !== PartyUiMode.CHECK) {
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const selectCallback = this.selectCallback;
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this.selectCallback = null;
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selectCallback(this.cursor, option);
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}
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} else {
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// TODO: Where is the value for option set in this case?
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if (option >= PartyOption.FORM_CHANGE_ITEM && globalScene.getCurrentPhase() instanceof SelectModifierPhase) {
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if (option >= PartyOption.FORM_CHANGE_ITEM && globalScene.getCurrentPhase() instanceof SelectModifierPhase) {
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if (this.partyUiMode === PartyUiMode.CHECK) {
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if (this.partyUiMode === PartyUiMode.CHECK) {
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const formChangeItemModifiers = this.getFormChangeItemsModifiers(pokemon);
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const formChangeItemModifiers = this.getFormChangeItemsModifiers(pokemon);
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@ -802,14 +757,84 @@ export default class PartyUiHandler extends MessageUiHandler {
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modifier.active = !modifier.active;
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modifier.active = !modifier.active;
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globalScene.triggerPokemonFormChange(pokemon, SpeciesFormChangeItemTrigger, false, true);
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globalScene.triggerPokemonFormChange(pokemon, SpeciesFormChangeItemTrigger, false, true);
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}
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}
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// TODO: Not clear at all... why are we passing the baton here?
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}
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} else if (this.cursor) {
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// If the pokemon is filtered out for this option, we cannot continue
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const filterResult = this.getFilterResult(option, pokemon);
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if (filterResult) {
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this.clearOptions();
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this.showText(filterResult as string, undefined, () => this.showText("", 0), undefined, true);
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return true;
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}
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// For what modes is a selectCallback needed?
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// PartyUiMode.SELECT (SELECT)
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// PartyUiMode.RELEASE (RELEASE)
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// PartyUiMode.FAINT_SWITCH (SEND_OUT or PASS_BATON (?))
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// PartyUiMode.REVIVAL_BLESSING (REVIVE)
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// PartyUiMode.MODIFIER_TRANSFER (held items, and ALL)
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// PartyUiMode.CHECK --- no specific option, only relevant on cancel?
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// PartyUiMode.SPLICE (SPLICE)
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// PartyUiMode.MOVE_MODIFIER (MOVE_1, MOVE_2, MOVE_3, MOVE_4)
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// PartyUiMode.TM_MODIFIER (TEACH)
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// PartyUiMode.REMEMBER_MOVE_MODIFIER (no specific option, callback is invoked when selecting a move)
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// PartyUiMode.MODIFIER (APPLY option)
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// PartyUiMode.POST_BATTLE_SWITCH (SEND_OUT)
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// These are the options that need a callback
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if (option === PartyOption.TRANSFER) {
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return this.processTransferOption();
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}
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if (option === PartyOption.RELEASE) {
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return this.processReleaseOption(pokemon);
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}
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if (this.partyUiMode === PartyUiMode.SPLICE) {
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if (option === PartyOption.SPLICE) {
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(this.selectCallback as PartyModifierSpliceSelectCallback)(this.transferCursor, this.cursor);
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this.clearTransfer();
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// TODO: Surely this else should specify some other option too...
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} else if (option === PartyOption.APPLY) {
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this.startTransfer();
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}
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this.clearOptions();
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ui.playSelect();
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return true;
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}
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if (option === PartyOption.PASS_BATON) {
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(globalScene.getCurrentPhase() as CommandPhase).handleCommand(
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(globalScene.getCurrentPhase() as CommandPhase).handleCommand(
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Command.POKEMON,
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Command.POKEMON,
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this.cursor,
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this.cursor,
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option === PartyOption.PASS_BATON,
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option === PartyOption.PASS_BATON,
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);
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);
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}
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}
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if (
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[
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PartyOption.SEND_OUT,
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// PartyOption.PASS_BATON, TODO: figure out if this is processed differently
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PartyOption.REVIVE,
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PartyOption.APPLY,
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PartyOption.TEACH,
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PartyOption.MOVE_1,
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PartyOption.MOVE_2,
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PartyOption.MOVE_3,
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PartyOption.MOVE_4,
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PartyOption.SELECT,
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].includes(option) &&
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this.selectCallback
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) {
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this.clearOptions();
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const selectCallback = this.selectCallback;
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this.selectCallback = null;
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selectCallback(this.cursor, option);
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}
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// TODO: Figure out better what this option is supposed to do---presumably we want a callback
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if (option === PartyOption.SELECT) {
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ui.playSelect();
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}
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}
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if (
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if (
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