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Apply suggestions from code review made by SirzBenjie
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@ -6398,12 +6398,23 @@ export class ForceSwitchOutAttr extends MoveEffectAttr {
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return (user, target, move) => {
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const switchOutTarget = (this.selfSwitch ? user : target);
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const player = switchOutTarget instanceof PlayerPokemon;
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const forceSwitchAttr = move.getAttrs(ForceSwitchOutAttr).find(attr => attr.switchType === SwitchType.FORCE_SWITCH);
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if (!this.selfSwitch) {
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if (move.hitsSubstitute(user, target)) {
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return false;
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}
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// Check if the move is Roar or Whirlwind and if there is a trainer with only Pokémon left.
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if (forceSwitchAttr && globalScene.currentBattle.trainer) {
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const enemyParty = globalScene.getEnemyParty();
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// Filter out any Pokémon that are not allowed in battle (e.g. fainted ones)
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const remainingPokemon = enemyParty.filter(p => p.hp > 0 && p.isAllowedInBattle());
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if (remainingPokemon.length <= 1) {
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return false;
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}
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}
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// Dondozo with an allied Tatsugiri in its mouth cannot be forced out
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const commandedTag = switchOutTarget.getTag(BattlerTagType.COMMANDED);
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if (commandedTag?.getSourcePokemon()?.isActive(true)) {
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@ -376,17 +376,6 @@ export class MovePhase extends BattlePhase {
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const move = this.move.getMove();
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// Check if the move is Roar or Whirlwind and if there is a trainer with only Pokémon left.
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if ([Moves.ROAR, Moves.WHIRLWIND].includes(this.move.moveId) && globalScene.currentBattle.trainer) {
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const enemyParty = globalScene.getEnemyParty();
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// Filter out any Pokémon that are not allowed in battle (e.g. fainted ones)
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const remainingPokemon = enemyParty.filter(pokemon => pokemon.hp > 0 && pokemon.isAllowedInBattle());
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if (remainingPokemon.length <= 1) {
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success = false;
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}
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}
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/**
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* Move conditions assume the move has a single target
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* TODO: is this sustainable?
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