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Fix indentation in move-effect-phase.ts
Rename `getTarget` to `getFirstTarget` for clarity Convert namespace import to named imports Add `public`/etc to methods
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@ -1,20 +1,20 @@
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import BattleScene from "#app/battle-scene";
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import { BattlerIndex } from "#app/battle";
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import { applyPreAttackAbAttrs, AddSecondStrikeAbAttr, IgnoreMoveEffectsAbAttr, applyPostDefendAbAttrs, PostDefendAbAttr, applyPostAttackAbAttrs, PostAttackAbAttr, MaxMultiHitAbAttr, AlwaysHitAbAttr, TypeImmunityAbAttr } from "#app/data/ability";
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import BattleScene from "#app/battle-scene";
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import { AddSecondStrikeAbAttr, AlwaysHitAbAttr, IgnoreMoveEffectsAbAttr, MaxMultiHitAbAttr, PostAttackAbAttr, PostDefendAbAttr, TypeImmunityAbAttr, applyPostAttackAbAttrs, applyPostDefendAbAttrs, applyPreAttackAbAttrs } from "#app/data/ability";
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import { ArenaTagSide, ConditionalProtectTag } from "#app/data/arena-tag";
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import { MoveAnim } from "#app/data/battle-anims";
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import { BattlerTagLapseType, DamageProtectedTag, ProtectedTag, SemiInvulnerableTag, SubstituteTag } from "#app/data/battler-tags";
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import { MoveTarget, applyMoveAttrs, OverrideMoveEffectAttr, MultiHitAttr, AttackMove, FixedDamageAttr, VariableTargetAttr, MissEffectAttr, MoveFlags, applyFilteredMoveAttrs, MoveAttr, MoveEffectAttr, MoveEffectTrigger, ChargeAttr, MoveCategory, NoEffectAttr, HitsTagAttr, ToxicAccuracyAttr } from "#app/data/move";
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import { AttackMove, ChargeAttr, FixedDamageAttr, HitsTagAttr, MissEffectAttr, MoveAttr, MoveCategory, MoveEffectAttr, MoveEffectTrigger, MoveFlags, MoveTarget, MultiHitAttr, NoEffectAttr, OverrideMoveEffectAttr, ToxicAccuracyAttr, VariableTargetAttr, applyFilteredMoveAttrs, applyMoveAttrs } from "#app/data/move";
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import { SpeciesFormChangePostMoveTrigger } from "#app/data/pokemon-forms";
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import { BattlerTagType } from "#app/enums/battler-tag-type";
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import { Moves } from "#app/enums/moves";
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import Pokemon, { PokemonMove, MoveResult, HitResult } from "#app/field/pokemon";
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import { getPokemonNameWithAffix } from "#app/messages";
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import { PokemonMultiHitModifier, FlinchChanceModifier, EnemyAttackStatusEffectChanceModifier, ContactHeldItemTransferChanceModifier, HitHealModifier } from "#app/modifier/modifier";
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import i18next from "i18next";
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import * as Utils from "#app/utils";
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import { PokemonPhase } from "./pokemon-phase";
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import { Type } from "#app/data/type";
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import Pokemon, { HitResult, MoveResult, PokemonMove } from "#app/field/pokemon";
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import { getPokemonNameWithAffix } from "#app/messages";
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import { ContactHeldItemTransferChanceModifier, EnemyAttackStatusEffectChanceModifier, FlinchChanceModifier, HitHealModifier, PokemonMultiHitModifier } from "#app/modifier/modifier";
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import { PokemonPhase } from "#app/phases/pokemon-phase";
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import { BooleanHolder, NumberHolder, executeIf } from "#app/utils";
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import { BattlerTagType } from "#enums/battler-tag-type";
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import { Moves } from "#enums/moves";
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import i18next from "i18next";
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export class MoveEffectPhase extends PokemonPhase {
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public move: PokemonMove;
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@ -24,10 +24,10 @@ export class MoveEffectPhase extends PokemonPhase {
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super(scene, battlerIndex);
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this.move = move;
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/**
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* In double battles, if the right Pokemon selects a spread move and the left Pokemon dies
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* with no party members available to switch in, then the right Pokemon takes the index
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* of the left Pokemon and gets hit unless this is checked.
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*/
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* In double battles, if the right Pokemon selects a spread move and the left Pokemon dies
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* with no party members available to switch in, then the right Pokemon takes the index
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* of the left Pokemon and gets hit unless this is checked.
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*/
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if (targets.includes(battlerIndex) && this.move.getMove().moveTarget === MoveTarget.ALL_NEAR_OTHERS) {
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const i = targets.indexOf(battlerIndex);
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targets.splice(i, i + 1);
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@ -35,7 +35,7 @@ export class MoveEffectPhase extends PokemonPhase {
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this.targets = targets;
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}
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start() {
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public start() {
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super.start();
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/** The Pokemon using this phase's invoked move */
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@ -49,15 +49,15 @@ export class MoveEffectPhase extends PokemonPhase {
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}
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/**
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* Does an effect from this move override other effects on this turn?
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* e.g. Charging moves (Fly, etc.) on their first turn of use.
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*/
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const overridden = new Utils.BooleanHolder(false);
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* Does an effect from this move override other effects on this turn?
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* e.g. Charging moves (Fly, etc.) on their first turn of use.
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*/
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const overridden = new BooleanHolder(false);
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/** The {@linkcode Move} object from {@linkcode allMoves} invoked by this phase */
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const move = this.move.getMove();
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// Assume single target for override
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applyMoveAttrs(OverrideMoveEffectAttr, user, this.getTarget() ?? null, move, overridden, this.move.virtual).then(() => {
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applyMoveAttrs(OverrideMoveEffectAttr, user, this.getFirstTarget() ?? null, move, overridden, this.move.virtual).then(() => {
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// If other effects were overriden, stop this phase before they can be applied
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if (overridden.value) {
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return this.end();
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@ -66,19 +66,19 @@ export class MoveEffectPhase extends PokemonPhase {
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user.lapseTags(BattlerTagLapseType.MOVE_EFFECT);
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/**
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* If this phase is for the first hit of the invoked move,
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* resolve the move's total hit count. This block combines the
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* effects of the move itself, Parental Bond, and Multi-Lens to do so.
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*/
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* If this phase is for the first hit of the invoked move,
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* resolve the move's total hit count. This block combines the
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* effects of the move itself, Parental Bond, and Multi-Lens to do so.
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*/
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if (user.turnData.hitsLeft === -1) {
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const hitCount = new Utils.IntegerHolder(1);
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const hitCount = new NumberHolder(1);
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// Assume single target for multi hit
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applyMoveAttrs(MultiHitAttr, user, this.getTarget() ?? null, move, hitCount);
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applyMoveAttrs(MultiHitAttr, user, this.getFirstTarget() ?? null, move, hitCount);
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// If Parental Bond is applicable, double the hit count
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applyPreAttackAbAttrs(AddSecondStrikeAbAttr, user, null, move, false, targets.length, hitCount, new Utils.IntegerHolder(0));
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applyPreAttackAbAttrs(AddSecondStrikeAbAttr, user, null, move, false, targets.length, hitCount, new NumberHolder(0));
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// If Multi-Lens is applicable, multiply the hit count by 1 + the number of Multi-Lenses held by the user
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if (move instanceof AttackMove && !move.hasAttr(FixedDamageAttr)) {
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this.scene.applyModifiers(PokemonMultiHitModifier, user.isPlayer(), user, hitCount, new Utils.IntegerHolder(0));
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this.scene.applyModifiers(PokemonMultiHitModifier, user.isPlayer(), user, hitCount, new NumberHolder(0));
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}
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// Set the user's relevant turnData fields to reflect the final hit count
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user.turnData.hitCount = hitCount.value;
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@ -86,16 +86,16 @@ export class MoveEffectPhase extends PokemonPhase {
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}
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/**
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* Log to be entered into the user's move history once the move result is resolved.
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* Note that `result` (a {@linkcode MoveResult}) logs whether the move was successfully
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* used in the sense of "Does it have an effect on the user?".
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*/
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* Log to be entered into the user's move history once the move result is resolved.
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* Note that `result` (a {@linkcode MoveResult}) logs whether the move was successfully
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* used in the sense of "Does it have an effect on the user?".
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*/
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const moveHistoryEntry = { move: this.move.moveId, targets: this.targets, result: MoveResult.PENDING, virtual: this.move.virtual };
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/**
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* Stores results of hit checks of the invoked move against all targets, organized by battler index.
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* @see {@linkcode hitCheck}
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*/
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* Stores results of hit checks of the invoked move against all targets, organized by battler index.
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* @see {@linkcode hitCheck}
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*/
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const targetHitChecks = Object.fromEntries(targets.map(p => [ p.getBattlerIndex(), this.hitCheck(p) ]));
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const hasActiveTargets = targets.some(t => t.isActive(true));
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@ -103,15 +103,14 @@ export class MoveEffectPhase extends PokemonPhase {
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const isImmune = targets[0].hasAbilityWithAttr(TypeImmunityAbAttr) && (targets[0].getAbility()?.getAttrs(TypeImmunityAbAttr)?.[0]?.getImmuneType() === user.getMoveType(move));
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/**
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* If no targets are left for the move to hit (FAIL), or the invoked move is single-target
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* (and not random target) and failed the hit check against its target (MISS), log the move
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* as FAILed or MISSed (depending on the conditions above) and end this phase.
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*/
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* If no targets are left for the move to hit (FAIL), or the invoked move is single-target
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* (and not random target) and failed the hit check against its target (MISS), log the move
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* as FAILed or MISSed (depending on the conditions above) and end this phase.
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*/
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if (!hasActiveTargets || (!move.hasAttr(VariableTargetAttr) && !move.isMultiTarget() && !targetHitChecks[this.targets[0]] && !targets[0].getTag(ProtectedTag) && !isImmune)) {
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this.stopMultiHit();
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if (hasActiveTargets) {
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this.scene.queueMessage(i18next.t("battle:attackMissed", { pokemonNameWithAffix: this.getTarget() ? getPokemonNameWithAffix(this.getTarget()!) : "" }));
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this.scene.queueMessage(i18next.t("battle:attackMissed", { pokemonNameWithAffix: this.getFirstTarget() ? getPokemonNameWithAffix(this.getFirstTarget()!) : "" }));
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moveHistoryEntry.result = MoveResult.MISS;
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applyMoveAttrs(MissEffectAttr, user, null, move);
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} else {
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@ -127,7 +126,7 @@ export class MoveEffectPhase extends PokemonPhase {
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const playOnEmptyField = this.scene.currentBattle?.mysteryEncounter?.hasBattleAnimationsWithoutTargets ?? false;
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// Move animation only needs one target
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new MoveAnim(move.id as Moves, user, this.getTarget()!.getBattlerIndex()!, playOnEmptyField).play(this.scene, move.hitsSubstitute(user, this.getTarget()!), () => {
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new MoveAnim(move.id as Moves, user, this.getFirstTarget()!.getBattlerIndex()!, playOnEmptyField).play(this.scene, move.hitsSubstitute(user, this.getFirstTarget()!), () => {
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/** Has the move successfully hit a target (for damage) yet? */
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let hasHit: boolean = false;
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for (const target of targets) {
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@ -135,9 +134,9 @@ export class MoveEffectPhase extends PokemonPhase {
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/** The {@linkcode ArenaTagSide} to which the target belongs */
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const targetSide = target.isPlayer() ? ArenaTagSide.PLAYER : ArenaTagSide.ENEMY;
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/** Has the invoked move been cancelled by conditional protection (e.g Quick Guard)? */
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const hasConditionalProtectApplied = new Utils.BooleanHolder(false);
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const hasConditionalProtectApplied = new BooleanHolder(false);
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/** Does the applied conditional protection bypass Protect-ignoring effects? */
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const bypassIgnoreProtect = new Utils.BooleanHolder(false);
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const bypassIgnoreProtect = new BooleanHolder(false);
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/** If the move is not targeting a Pokemon on the user's side, try to apply conditional protection effects */
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if (!this.move.getMove().isAllyTarget()) {
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this.scene.arena.applyTagsForSide(ConditionalProtectTag, targetSide, hasConditionalProtectApplied, user, target, move.id, bypassIgnoreProtect);
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@ -152,9 +151,9 @@ export class MoveEffectPhase extends PokemonPhase {
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const isImmune = target.hasAbilityWithAttr(TypeImmunityAbAttr) && (target.getAbility()?.getAttrs(TypeImmunityAbAttr)?.[0]?.getImmuneType() === user.getMoveType(move));
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/**
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* If the move missed a target, stop all future hits against that target
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* and move on to the next target (if there is one).
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*/
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* If the move missed a target, stop all future hits against that target
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* and move on to the next target (if there is one).
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*/
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if (!isImmune && !isProtected && !targetHitChecks[target.getBattlerIndex()]) {
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this.stopMultiHit(target);
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this.scene.queueMessage(i18next.t("battle:attackMissed", { pokemonNameWithAffix: getPokemonNameWithAffix(target) }));
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@ -175,23 +174,23 @@ export class MoveEffectPhase extends PokemonPhase {
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}
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/**
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* Since all fail/miss checks have applied, the move is considered successfully applied.
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* It's worth noting that if the move has no effect or is protected against, this assignment
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* is overwritten and the move is logged as a FAIL.
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*/
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* Since all fail/miss checks have applied, the move is considered successfully applied.
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* It's worth noting that if the move has no effect or is protected against, this assignment
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* is overwritten and the move is logged as a FAIL.
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*/
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moveHistoryEntry.result = MoveResult.SUCCESS;
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/**
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* Stores the result of applying the invoked move to the target.
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* If the target is protected, the result is always `NO_EFFECT`.
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* Otherwise, the hit result is based on type effectiveness, immunities,
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* and other factors that may negate the attack or status application.
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*
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* Internally, the call to {@linkcode Pokemon.apply} is where damage is calculated
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* (for attack moves) and the target's HP is updated. However, this isn't
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* made visible to the user until the resulting {@linkcode DamagePhase}
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* is invoked.
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*/
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* Stores the result of applying the invoked move to the target.
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* If the target is protected, the result is always `NO_EFFECT`.
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* Otherwise, the hit result is based on type effectiveness, immunities,
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* and other factors that may negate the attack or status application.
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*
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* Internally, the call to {@linkcode Pokemon.apply} is where damage is calculated
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* (for attack moves) and the target's HP is updated. However, this isn't
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* made visible to the user until the resulting {@linkcode DamagePhase}
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* is invoked.
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*/
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const hitResult = !isProtected ? target.apply(user, move) : HitResult.NO_EFFECT;
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/** Does {@linkcode hitResult} indicate that damage was dealt to the target? */
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@ -209,66 +208,66 @@ export class MoveEffectPhase extends PokemonPhase {
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}
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/**
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* If the move has no effect on the target (i.e. the target is protected or immune),
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* change the logged move result to FAIL.
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*/
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* If the move has no effect on the target (i.e. the target is protected or immune),
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* change the logged move result to FAIL.
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*/
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if (hitResult === HitResult.NO_EFFECT) {
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moveHistoryEntry.result = MoveResult.FAIL;
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}
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/** Does this phase represent the invoked move's last strike? */
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const lastHit = (user.turnData.hitsLeft === 1 || !this.getTarget()?.isActive());
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const lastHit = (user.turnData.hitsLeft === 1 || !this.getFirstTarget()?.isActive());
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/**
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* If the user can change forms by using the invoked move,
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* it only changes forms after the move's last hit
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* (see Relic Song's interaction with Parental Bond when used by Meloetta).
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*/
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* If the user can change forms by using the invoked move,
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* it only changes forms after the move's last hit
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* (see Relic Song's interaction with Parental Bond when used by Meloetta).
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*/
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if (lastHit) {
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this.scene.triggerPokemonFormChange(user, SpeciesFormChangePostMoveTrigger);
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}
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/**
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* Create a Promise that applys *all* effects from the invoked move's MoveEffectAttrs.
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* These are ordered by trigger type (see {@linkcode MoveEffectTrigger}), and each trigger
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* type requires different conditions to be met with respect to the move's hit result.
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*/
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* Create a Promise that applys *all* effects from the invoked move's MoveEffectAttrs.
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* These are ordered by trigger type (see {@linkcode MoveEffectTrigger}), and each trigger
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* type requires different conditions to be met with respect to the move's hit result.
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*/
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applyAttrs.push(new Promise(resolve => {
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// Apply all effects with PRE_MOVE triggers (if the target isn't immune to the move)
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applyFilteredMoveAttrs((attr: MoveAttr) => attr instanceof MoveEffectAttr && attr.trigger === MoveEffectTrigger.PRE_APPLY && (!attr.firstHitOnly || firstHit) && (!attr.lastHitOnly || lastHit) && hitResult !== HitResult.NO_EFFECT,
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user, target, move).then(() => {
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applyFilteredMoveAttrs((attr: MoveAttr) => attr instanceof MoveEffectAttr && attr.trigger === MoveEffectTrigger.PRE_APPLY
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&& (!attr.firstHitOnly || firstHit) && (!attr.lastHitOnly || lastHit) && hitResult !== HitResult.NO_EFFECT, user, target, move).then(() => {
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// All other effects require the move to not have failed or have been cancelled to trigger
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if (hitResult !== HitResult.FAIL) {
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/** Are the move's effects tied to the first turn of a charge move? */
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const chargeEffect = !!move.getAttrs(ChargeAttr).find(ca => ca.usedChargeEffect(user, this.getTarget() ?? null, move));
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const chargeEffect = !!move.getAttrs(ChargeAttr).find(ca => ca.usedChargeEffect(user, this.getFirstTarget() ?? null, move));
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/**
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* If the invoked move's effects are meant to trigger during the move's "charge turn,"
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* ignore all effects after this point.
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* Otherwise, apply all self-targeted POST_APPLY effects.
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*/
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Utils.executeIf(!chargeEffect, () => applyFilteredMoveAttrs((attr: MoveAttr) => attr instanceof MoveEffectAttr && attr.trigger === MoveEffectTrigger.POST_APPLY
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&& attr.selfTarget && (!attr.firstHitOnly || firstHit) && (!attr.lastHitOnly || lastHit), user, target, move)).then(() => {
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* If the invoked move's effects are meant to trigger during the move's "charge turn,"
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* ignore all effects after this point.
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* Otherwise, apply all self-targeted POST_APPLY effects.
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*/
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executeIf(!chargeEffect, () => applyFilteredMoveAttrs((attr: MoveAttr) => attr instanceof MoveEffectAttr && attr.trigger === MoveEffectTrigger.POST_APPLY
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&& attr.selfTarget && (!attr.firstHitOnly || firstHit) && (!attr.lastHitOnly || lastHit), user, target, move)).then(() => {
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// All effects past this point require the move to have hit the target
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if (hitResult !== HitResult.NO_EFFECT) {
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// Apply all non-self-targeted POST_APPLY effects
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applyFilteredMoveAttrs((attr: MoveAttr) => attr instanceof MoveEffectAttr && (attr as MoveEffectAttr).trigger === MoveEffectTrigger.POST_APPLY
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&& !(attr as MoveEffectAttr).selfTarget && (!attr.firstHitOnly || firstHit) && (!attr.lastHitOnly || lastHit), user, target, this.move.getMove()).then(() => {
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&& !(attr as MoveEffectAttr).selfTarget && (!attr.firstHitOnly || firstHit) && (!attr.lastHitOnly || lastHit), user, target, this.move.getMove()).then(() => {
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/**
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* If the move hit, and the target doesn't have Shield Dust,
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* apply the chance to flinch the target gained from King's Rock
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*/
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* If the move hit, and the target doesn't have Shield Dust,
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* apply the chance to flinch the target gained from King's Rock
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*/
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if (dealsDamage && !target.hasAbilityWithAttr(IgnoreMoveEffectsAbAttr) && !move.hitsSubstitute(user, target)) {
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const flinched = new Utils.BooleanHolder(false);
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const flinched = new BooleanHolder(false);
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user.scene.applyModifiers(FlinchChanceModifier, user.isPlayer(), user, flinched);
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if (flinched.value) {
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target.addTag(BattlerTagType.FLINCHED, undefined, this.move.moveId, user.id);
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}
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}
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// If the move was not protected against, apply all HIT effects
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Utils.executeIf(!isProtected && !chargeEffect, () => applyFilteredMoveAttrs((attr: MoveAttr) => attr instanceof MoveEffectAttr && (attr as MoveEffectAttr).trigger === MoveEffectTrigger.HIT
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&& (!attr.firstHitOnly || firstHit) && (!attr.lastHitOnly || lastHit) && (!attr.firstTargetOnly || firstTarget), user, target, this.move.getMove()).then(() => {
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executeIf(!isProtected && !chargeEffect, () => applyFilteredMoveAttrs((attr: MoveAttr) => attr instanceof MoveEffectAttr && (attr as MoveEffectAttr).trigger === MoveEffectTrigger.HIT
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&& (!attr.firstHitOnly || firstHit) && (!attr.lastHitOnly || lastHit) && (!attr.firstTargetOnly || firstTarget), user, target, this.move.getMove()).then(() => {
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// Apply the target's post-defend ability effects (as long as the target is active or can otherwise apply them)
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return Utils.executeIf(!target.isFainted() || target.canApplyAbility(), () => applyPostDefendAbAttrs(PostDefendAbAttr, target, user, this.move.getMove(), hitResult).then(() => {
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return executeIf(!target.isFainted() || target.canApplyAbility(), () => applyPostDefendAbAttrs(PostDefendAbAttr, target, user, this.move.getMove(), hitResult).then(() => {
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// Only apply the following effects if the move was not deflected by a substitute
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if (move.hitsSubstitute(user, target)) {
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return resolve();
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@ -286,9 +285,9 @@ export class MoveEffectPhase extends PokemonPhase {
|
||||
// Apply the user's post-attack ability effects
|
||||
applyPostAttackAbAttrs(PostAttackAbAttr, user, target, this.move.getMove(), hitResult).then(() => {
|
||||
/**
|
||||
* If the invoked move is an attack, apply the user's chance to
|
||||
* steal an item from the target granted by Grip Claw
|
||||
*/
|
||||
* If the invoked move is an attack, apply the user's chance to
|
||||
* steal an item from the target granted by Grip Claw
|
||||
*/
|
||||
if (this.move.getMove() instanceof AttackMove) {
|
||||
this.scene.applyModifiers(ContactHeldItemTransferChanceModifier, this.player, user, target);
|
||||
}
|
||||
@ -309,7 +308,7 @@ export class MoveEffectPhase extends PokemonPhase {
|
||||
}));
|
||||
}
|
||||
// Apply the move's POST_TARGET effects on the move's last hit, after all targeted effects have resolved
|
||||
const postTarget = (user.turnData.hitsLeft === 1 || !this.getTarget()?.isActive()) ?
|
||||
const postTarget = (user.turnData.hitsLeft === 1 || !this.getFirstTarget()?.isActive()) ?
|
||||
applyFilteredMoveAttrs((attr: MoveAttr) => attr instanceof MoveEffectAttr && attr.trigger === MoveEffectTrigger.POST_TARGET, user, null, move) :
|
||||
null;
|
||||
|
||||
@ -340,17 +339,17 @@ export class MoveEffectPhase extends PokemonPhase {
|
||||
});
|
||||
}
|
||||
|
||||
end() {
|
||||
public end() {
|
||||
const user = this.getUserPokemon();
|
||||
/**
|
||||
* If this phase isn't for the invoked move's last strike,
|
||||
* unshift another MoveEffectPhase for the next strike.
|
||||
* Otherwise, queue a message indicating the number of times the move has struck
|
||||
* (if the move has struck more than once), then apply the heal from Shell Bell
|
||||
* to the user.
|
||||
*/
|
||||
* If this phase isn't for the invoked move's last strike,
|
||||
* unshift another MoveEffectPhase for the next strike.
|
||||
* Otherwise, queue a message indicating the number of times the move has struck
|
||||
* (if the move has struck more than once), then apply the heal from Shell Bell
|
||||
* to the user.
|
||||
*/
|
||||
if (user) {
|
||||
if (user.turnData.hitsLeft && --user.turnData.hitsLeft >= 1 && this.getTarget()?.isActive()) {
|
||||
if (user.turnData.hitsLeft && --user.turnData.hitsLeft >= 1 && this.getFirstTarget()?.isActive()) {
|
||||
this.scene.unshiftPhase(this.getNewHitPhase());
|
||||
} else {
|
||||
// Queue message for number of hits made by multi-move
|
||||
@ -370,11 +369,11 @@ export class MoveEffectPhase extends PokemonPhase {
|
||||
}
|
||||
|
||||
/**
|
||||
* Resolves whether this phase's invoked move hits or misses the given target
|
||||
* @param target {@linkcode Pokemon} the Pokemon targeted by the invoked move
|
||||
* @returns `true` if the move does not miss the target; `false` otherwise
|
||||
*/
|
||||
hitCheck(target: Pokemon): boolean {
|
||||
* Resolves whether this phase's invoked move hits or misses the given target
|
||||
* @param target {@linkcode Pokemon} the Pokemon targeted by the invoked move
|
||||
* @returns `true` if the move does not miss the target; `false` otherwise
|
||||
*/
|
||||
public hitCheck(target: Pokemon): boolean {
|
||||
// Moves targeting the user and entry hazards can't miss
|
||||
if ([ MoveTarget.USER, MoveTarget.ENEMY_SIDE ].includes(this.move.getMove().moveTarget)) {
|
||||
return true;
|
||||
@ -425,28 +424,28 @@ export class MoveEffectPhase extends PokemonPhase {
|
||||
}
|
||||
|
||||
/** Returns the {@linkcode Pokemon} using this phase's invoked move */
|
||||
getUserPokemon(): Pokemon | undefined {
|
||||
public getUserPokemon(): Pokemon | null {
|
||||
if (this.battlerIndex > BattlerIndex.ENEMY_2) {
|
||||
return this.scene.getPokemonById(this.battlerIndex) ?? undefined;
|
||||
return this.scene.getPokemonById(this.battlerIndex);
|
||||
}
|
||||
return (this.player ? this.scene.getPlayerField() : this.scene.getEnemyField())[this.fieldIndex];
|
||||
}
|
||||
|
||||
/** Returns an array of all {@linkcode Pokemon} targeted by this phase's invoked move */
|
||||
getTargets(): Pokemon[] {
|
||||
public getTargets(): Pokemon[] {
|
||||
return this.scene.getField(true).filter(p => this.targets.indexOf(p.getBattlerIndex()) > -1);
|
||||
}
|
||||
|
||||
/** Returns the first target of this phase's invoked move */
|
||||
getTarget(): Pokemon | undefined {
|
||||
public getFirstTarget(): Pokemon | undefined {
|
||||
return this.getTargets()[0];
|
||||
}
|
||||
|
||||
/**
|
||||
* Removes the given {@linkcode Pokemon} from this phase's target list
|
||||
* @param target {@linkcode Pokemon} the Pokemon to be removed
|
||||
*/
|
||||
removeTarget(target: Pokemon): void {
|
||||
* Removes the given {@linkcode Pokemon} from this phase's target list
|
||||
* @param target - The {@linkcode Pokemon} to be removed
|
||||
*/
|
||||
protected removeTarget(target: Pokemon): void {
|
||||
const targetIndex = this.targets.findIndex(ind => ind === target.getBattlerIndex());
|
||||
if (targetIndex !== -1) {
|
||||
this.targets.splice(this.targets.findIndex(ind => ind === target.getBattlerIndex()), 1);
|
||||
@ -454,27 +453,29 @@ export class MoveEffectPhase extends PokemonPhase {
|
||||
}
|
||||
|
||||
/**
|
||||
* Prevents subsequent strikes of this phase's invoked move from occurring
|
||||
* @param target {@linkcode Pokemon} if defined, only stop subsequent
|
||||
* strikes against this Pokemon
|
||||
*/
|
||||
stopMultiHit(target?: Pokemon): void {
|
||||
/** If given a specific target, remove the target from subsequent strikes */
|
||||
* Prevents subsequent strikes of this phase's invoked move from occurring
|
||||
* @param target - If defined, only stop subsequent strikes against this {@linkcode Pokemon}
|
||||
*/
|
||||
public stopMultiHit(target?: Pokemon): void {
|
||||
// If given a specific target, remove the target from subsequent strikes
|
||||
if (target) {
|
||||
this.removeTarget(target);
|
||||
}
|
||||
/**
|
||||
* If no target specified, or the specified target was the last of this move's
|
||||
* targets, completely cancel all subsequent strikes.
|
||||
*/
|
||||
if (!target || this.targets.length === 0 ) {
|
||||
this.getUserPokemon()!.turnData.hitCount = 1; // TODO: is the bang correct here?
|
||||
this.getUserPokemon()!.turnData.hitsLeft = 1; // TODO: is the bang correct here?
|
||||
* If no target specified, or the specified target was the last of this move's
|
||||
* targets, completely cancel all subsequent strikes.
|
||||
*/
|
||||
if (!target || this.targets.length === 0) {
|
||||
const userPokemon = this.getUserPokemon();
|
||||
if (userPokemon) {
|
||||
userPokemon.turnData.hitCount = 1;
|
||||
userPokemon.turnData.hitsLeft = 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/** Returns a new MoveEffectPhase with the same properties as this phase */
|
||||
getNewHitPhase() {
|
||||
/** Returns a new `MoveEffectPhase` with the same properties as this phase */
|
||||
protected getNewHitPhase() {
|
||||
return new MoveEffectPhase(this.scene, this.battlerIndex, this.targets, this.move);
|
||||
}
|
||||
}
|
||||
|
@ -57,7 +57,7 @@ describe("Abilities - Serene Grace", () => {
|
||||
|
||||
const chance = new Utils.IntegerHolder(move.chance);
|
||||
console.log(move.chance + " Their ability is " + phase.getUserPokemon()!.getAbility().name);
|
||||
applyAbAttrs(MoveEffectChanceMultiplierAbAttr, phase.getUserPokemon()!, null, false, chance, move, phase.getTarget(), false);
|
||||
applyAbAttrs(MoveEffectChanceMultiplierAbAttr, phase.getUserPokemon()!, null, false, chance, move, phase.getFirstTarget(), false);
|
||||
expect(chance.value).toBe(30);
|
||||
|
||||
}, 20000);
|
||||
@ -83,7 +83,7 @@ describe("Abilities - Serene Grace", () => {
|
||||
expect(move.id).toBe(Moves.AIR_SLASH);
|
||||
|
||||
const chance = new Utils.IntegerHolder(move.chance);
|
||||
applyAbAttrs(MoveEffectChanceMultiplierAbAttr, phase.getUserPokemon()!, null, false, chance, move, phase.getTarget(), false);
|
||||
applyAbAttrs(MoveEffectChanceMultiplierAbAttr, phase.getUserPokemon()!, null, false, chance, move, phase.getFirstTarget(), false);
|
||||
expect(chance.value).toBe(60);
|
||||
|
||||
}, 20000);
|
||||
|
@ -59,8 +59,8 @@ describe("Abilities - Sheer Force", () => {
|
||||
const power = new Utils.IntegerHolder(move.power);
|
||||
const chance = new Utils.IntegerHolder(move.chance);
|
||||
|
||||
applyAbAttrs(MoveEffectChanceMultiplierAbAttr, phase.getUserPokemon()!, null, false, chance, move, phase.getTarget(), false);
|
||||
applyPreAttackAbAttrs(MovePowerBoostAbAttr, phase.getUserPokemon()!, phase.getTarget()!, move, false, power);
|
||||
applyAbAttrs(MoveEffectChanceMultiplierAbAttr, phase.getUserPokemon()!, null, false, chance, move, phase.getFirstTarget(), false);
|
||||
applyPreAttackAbAttrs(MovePowerBoostAbAttr, phase.getUserPokemon()!, phase.getFirstTarget()!, move, false, power);
|
||||
|
||||
expect(chance.value).toBe(0);
|
||||
expect(power.value).toBe(move.power * 5461 / 4096);
|
||||
@ -92,8 +92,8 @@ describe("Abilities - Sheer Force", () => {
|
||||
const power = new Utils.IntegerHolder(move.power);
|
||||
const chance = new Utils.IntegerHolder(move.chance);
|
||||
|
||||
applyAbAttrs(MoveEffectChanceMultiplierAbAttr, phase.getUserPokemon()!, null, false, chance, move, phase.getTarget(), false);
|
||||
applyPreAttackAbAttrs(MovePowerBoostAbAttr, phase.getUserPokemon()!, phase.getTarget()!, move, false, power);
|
||||
applyAbAttrs(MoveEffectChanceMultiplierAbAttr, phase.getUserPokemon()!, null, false, chance, move, phase.getFirstTarget(), false);
|
||||
applyPreAttackAbAttrs(MovePowerBoostAbAttr, phase.getUserPokemon()!, phase.getFirstTarget()!, move, false, power);
|
||||
|
||||
expect(chance.value).toBe(-1);
|
||||
expect(power.value).toBe(move.power);
|
||||
@ -125,8 +125,8 @@ describe("Abilities - Sheer Force", () => {
|
||||
const power = new Utils.IntegerHolder(move.power);
|
||||
const chance = new Utils.IntegerHolder(move.chance);
|
||||
|
||||
applyAbAttrs(MoveEffectChanceMultiplierAbAttr, phase.getUserPokemon()!, null, false, chance, move, phase.getTarget(), false);
|
||||
applyPreAttackAbAttrs(MovePowerBoostAbAttr, phase.getUserPokemon()!, phase.getTarget()!, move, false, power);
|
||||
applyAbAttrs(MoveEffectChanceMultiplierAbAttr, phase.getUserPokemon()!, null, false, chance, move, phase.getFirstTarget(), false);
|
||||
applyPreAttackAbAttrs(MovePowerBoostAbAttr, phase.getUserPokemon()!, phase.getFirstTarget()!, move, false, power);
|
||||
|
||||
expect(chance.value).toBe(-1);
|
||||
expect(power.value).toBe(move.power);
|
||||
@ -160,7 +160,7 @@ describe("Abilities - Sheer Force", () => {
|
||||
const power = new Utils.IntegerHolder(move.power);
|
||||
const chance = new Utils.IntegerHolder(move.chance);
|
||||
const user = phase.getUserPokemon()!;
|
||||
const target = phase.getTarget()!;
|
||||
const target = phase.getFirstTarget()!;
|
||||
const opponentType = target.getTypes()[0];
|
||||
|
||||
applyAbAttrs(MoveEffectChanceMultiplierAbAttr, user, null, false, chance, move, target, false);
|
||||
|
@ -57,8 +57,8 @@ describe("Abilities - Shield Dust", () => {
|
||||
expect(move.id).toBe(Moves.AIR_SLASH);
|
||||
|
||||
const chance = new Utils.IntegerHolder(move.chance);
|
||||
applyAbAttrs(MoveEffectChanceMultiplierAbAttr, phase.getUserPokemon()!, null, false, chance, move, phase.getTarget(), false);
|
||||
applyPreDefendAbAttrs(IgnoreMoveEffectsAbAttr, phase.getTarget()!, phase.getUserPokemon()!, null, null, false, chance);
|
||||
applyAbAttrs(MoveEffectChanceMultiplierAbAttr, phase.getUserPokemon()!, null, false, chance, move, phase.getFirstTarget(), false);
|
||||
applyPreDefendAbAttrs(IgnoreMoveEffectsAbAttr, phase.getFirstTarget()!, phase.getUserPokemon()!, null, null, false, chance);
|
||||
expect(chance.value).toBe(0);
|
||||
|
||||
}, 20000);
|
||||
|
@ -81,7 +81,7 @@ describe("Moves - Dynamax Cannon", () => {
|
||||
const phase = game.scene.getCurrentPhase() as MoveEffectPhase;
|
||||
expect(phase.move.moveId).toBe(dynamaxCannon.id);
|
||||
// Force level cap to be 100
|
||||
vi.spyOn(phase.getTarget()!.scene, "getMaxExpLevel").mockReturnValue(100);
|
||||
vi.spyOn(phase.getFirstTarget()!.scene, "getMaxExpLevel").mockReturnValue(100);
|
||||
await game.phaseInterceptor.to(DamagePhase, false);
|
||||
expect(dynamaxCannon.calculateBattlePower).toHaveLastReturnedWith(120);
|
||||
}, 20000);
|
||||
@ -98,7 +98,7 @@ describe("Moves - Dynamax Cannon", () => {
|
||||
const phase = game.scene.getCurrentPhase() as MoveEffectPhase;
|
||||
expect(phase.move.moveId).toBe(dynamaxCannon.id);
|
||||
// Force level cap to be 100
|
||||
vi.spyOn(phase.getTarget()!.scene, "getMaxExpLevel").mockReturnValue(100);
|
||||
vi.spyOn(phase.getFirstTarget()!.scene, "getMaxExpLevel").mockReturnValue(100);
|
||||
await game.phaseInterceptor.to(DamagePhase, false);
|
||||
expect(dynamaxCannon.calculateBattlePower).toHaveLastReturnedWith(140);
|
||||
}, 20000);
|
||||
@ -115,7 +115,7 @@ describe("Moves - Dynamax Cannon", () => {
|
||||
const phase = game.scene.getCurrentPhase() as MoveEffectPhase;
|
||||
expect(phase.move.moveId).toBe(dynamaxCannon.id);
|
||||
// Force level cap to be 100
|
||||
vi.spyOn(phase.getTarget()!.scene, "getMaxExpLevel").mockReturnValue(100);
|
||||
vi.spyOn(phase.getFirstTarget()!.scene, "getMaxExpLevel").mockReturnValue(100);
|
||||
await game.phaseInterceptor.to(DamagePhase, false);
|
||||
expect(dynamaxCannon.calculateBattlePower).toHaveLastReturnedWith(160);
|
||||
}, 20000);
|
||||
@ -132,7 +132,7 @@ describe("Moves - Dynamax Cannon", () => {
|
||||
const phase = game.scene.getCurrentPhase() as MoveEffectPhase;
|
||||
expect(phase.move.moveId).toBe(dynamaxCannon.id);
|
||||
// Force level cap to be 100
|
||||
vi.spyOn(phase.getTarget()!.scene, "getMaxExpLevel").mockReturnValue(100);
|
||||
vi.spyOn(phase.getFirstTarget()!.scene, "getMaxExpLevel").mockReturnValue(100);
|
||||
await game.phaseInterceptor.to(DamagePhase, false);
|
||||
expect(dynamaxCannon.calculateBattlePower).toHaveLastReturnedWith(180);
|
||||
}, 20000);
|
||||
@ -149,7 +149,7 @@ describe("Moves - Dynamax Cannon", () => {
|
||||
const phase = game.scene.getCurrentPhase() as MoveEffectPhase;
|
||||
expect(phase.move.moveId).toBe(dynamaxCannon.id);
|
||||
// Force level cap to be 100
|
||||
vi.spyOn(phase.getTarget()!.scene, "getMaxExpLevel").mockReturnValue(100);
|
||||
vi.spyOn(phase.getFirstTarget()!.scene, "getMaxExpLevel").mockReturnValue(100);
|
||||
await game.phaseInterceptor.to(DamagePhase, false);
|
||||
expect(dynamaxCannon.calculateBattlePower).toHaveLastReturnedWith(200);
|
||||
}, 20000);
|
||||
|
Loading…
Reference in New Issue
Block a user