[Dev] Enable Biome checking of pokemon.ts (#5720)

* [Dev] Enable biome parsing of `pokemon.ts`

* Apply unsafe fixes

* Add + apply rule disallowing the use of the `integer` type alias

* Fix typo in comment; remove unnecessary `!!`

* Re-apply Biome after merge

* Re-apply Biome "unsafe" fixes after merge

* Fix import

* Add comment to `getFusionIconAtlasKey` too
This commit is contained in:
NightKev 2025-05-27 07:50:54 -07:00 committed by GitHub
parent 65a90a3a8d
commit 68dddbc424
No known key found for this signature in database
GPG Key ID: B5690EEEBB952194
6 changed files with 891 additions and 1946 deletions

View File

@ -32,7 +32,6 @@
// TODO: these files are too big and complex, ignore them until their respective refactors
"src/data/moves/move.ts",
"src/data/abilities/ability.ts",
"src/field/pokemon.ts",
// this file is just too big:
"src/data/balance/tms.ts"
@ -58,7 +57,7 @@
},
"style": {
"noVar": "error",
"useEnumInitializers": "off", // large enums like Moves/Species would make this cumbersome
"useEnumInitializers": "off", // large enums like Moves/Species would make this cumbersome
"useBlockStatements": "error",
"useConst": "error",
"useImportType": "error",
@ -73,9 +72,9 @@
},
"suspicious": {
"noDoubleEquals": "error",
// While this would be a nice rule to enable, the current structure of the codebase makes this infeasible
// While this would be a nice rule to enable, the current structure of the codebase makes this infeasible
// due to being used for move/ability `args` params and save data-related code.
// This can likely be enabled for all non-utils files once these are eventually reworked, but until then we leave it off.
// This can likely be enabled for all non-utils files once these are eventually reworked, but until then we leave it off.
"noExplicitAny": "off",
"noAssignInExpressions": "off",
"noPrototypeBuiltins": "off",
@ -92,6 +91,19 @@
"noUselessSwitchCase": "off", // Explicit > Implicit
"noUselessConstructor": "warn", // TODO: Refactor and make this an error
"noBannedTypes": "warn" // TODO: Refactor and make this an error
},
"nursery": {
"noRestrictedTypes": {
"level": "error",
"options": {
"types": {
"integer": {
"message": "This is an alias for 'number' that can provide false impressions of what values can actually be contained in this variable. Use 'number' instead.",
"use": "number"
}
}
}
}
}
}
},

View File

@ -3,7 +3,7 @@ import {
transitionMysteryEncounterIntroVisuals,
updatePlayerMoney,
} from "#app/data/mystery-encounters/utils/encounter-phase-utils";
import { isNullOrUndefined, NumberHolder, randSeedInt, randSeedItem } from "#app/utils/common";
import { isNullOrUndefined, randSeedInt, randSeedItem } from "#app/utils/common";
import { MysteryEncounterType } from "#enums/mystery-encounter-type";
import { globalScene } from "#app/global-scene";
import type MysteryEncounter from "#app/data/mystery-encounters/mystery-encounter";
@ -88,7 +88,7 @@ export const ThePokemonSalesmanEncounter: MysteryEncounter = MysteryEncounterBui
const r = randSeedInt(SHINY_MAGIKARP_WEIGHT);
let validEventEncounters = timedEventManager
const validEventEncounters = timedEventManager
.getEventEncounters()
.filter(
s =>
@ -111,22 +111,26 @@ export const ThePokemonSalesmanEncounter: MysteryEncounter = MysteryEncounterBui
if (
r === 0 ||
((isNullOrUndefined(species.abilityHidden) || species.abilityHidden === Abilities.NONE) &&
(validEventEncounters.length === 0))
validEventEncounters.length === 0)
) {
// If you roll 1%, give shiny Magikarp with random variant
species = getPokemonSpecies(Species.MAGIKARP);
pokemon = new PlayerPokemon(species, 5, 2, undefined, undefined, true);
}
else if (
(validEventEncounters.length > 0 && (r <= EVENT_THRESHOLD ||
(isNullOrUndefined(species.abilityHidden) || species.abilityHidden === Abilities.NONE)))
} else if (
validEventEncounters.length > 0 &&
(r <= EVENT_THRESHOLD || isNullOrUndefined(species.abilityHidden) || species.abilityHidden === Abilities.NONE)
) {
tries = 0;
do {
// If you roll 20%, give event encounter with 3 extra shiny rolls and its HA, if it has one
const enc = randSeedItem(validEventEncounters);
species = getPokemonSpecies(enc.species);
pokemon = new PlayerPokemon(species, 5, species.abilityHidden === Abilities.NONE ? undefined : 2, enc.formIndex);
pokemon = new PlayerPokemon(
species,
5,
species.abilityHidden === Abilities.NONE ? undefined : 2,
enc.formIndex,
);
pokemon.trySetShinySeed();
pokemon.trySetShinySeed();
pokemon.trySetShinySeed();
@ -145,15 +149,13 @@ export const ThePokemonSalesmanEncounter: MysteryEncounter = MysteryEncounterBui
pokemon.trySetShinySeed();
pokemon.trySetShinySeed();
pokemon.trySetShinySeed();
}
else {
} else {
// If there's, and this would never happen, no eligible event encounters with a hidden ability, just do Magikarp
species = getPokemonSpecies(Species.MAGIKARP);
pokemon = new PlayerPokemon(species, 5, 2, undefined, undefined, true);
}
}
}
else {
} else {
pokemon = new PlayerPokemon(species, 5, 2, species.formIndex);
}
pokemon.generateAndPopulateMoveset();

View File

@ -224,16 +224,16 @@ export const trainerPartyTemplates = {
*/
export function getEvilGruntPartyTemplate(): TrainerPartyTemplate {
const waveIndex = globalScene.currentBattle?.waveIndex;
if (waveIndex <= ClassicFixedBossWaves.EVIL_GRUNT_1){
if (waveIndex <= ClassicFixedBossWaves.EVIL_GRUNT_1) {
return trainerPartyTemplates.TWO_AVG;
}
if (waveIndex <= ClassicFixedBossWaves.EVIL_GRUNT_2){
if (waveIndex <= ClassicFixedBossWaves.EVIL_GRUNT_2) {
return trainerPartyTemplates.THREE_AVG;
}
if (waveIndex <= ClassicFixedBossWaves.EVIL_GRUNT_3){
if (waveIndex <= ClassicFixedBossWaves.EVIL_GRUNT_3) {
return trainerPartyTemplates.TWO_AVG_ONE_STRONG;
}
if (waveIndex <= ClassicFixedBossWaves.EVIL_ADMIN_1){
if (waveIndex <= ClassicFixedBossWaves.EVIL_ADMIN_1) {
return trainerPartyTemplates.GYM_LEADER_4; // 3avg 1 strong 1 stronger
}
return trainerPartyTemplates.GYM_LEADER_5; // 3 avg 2 strong 1 stronger
@ -251,7 +251,7 @@ export function getGymLeaderPartyTemplate() {
switch (gameMode.modeId) {
case GameModes.DAILY:
if (currentBattle?.waveIndex <= 20) {
return trainerPartyTemplates.GYM_LEADER_2
return trainerPartyTemplates.GYM_LEADER_2;
}
return trainerPartyTemplates.GYM_LEADER_3;
case GameModes.CHALLENGE: // In the future, there may be a ChallengeType to call here. For now, use classic's.
@ -259,13 +259,15 @@ export function getGymLeaderPartyTemplate() {
if (currentBattle?.waveIndex <= 20) {
return trainerPartyTemplates.GYM_LEADER_1; // 1 avg 1 strong
}
else if (currentBattle?.waveIndex <= 30) {
if (currentBattle?.waveIndex <= 30) {
return trainerPartyTemplates.GYM_LEADER_2; // 1 avg 1 strong 1 stronger
}
else if (currentBattle?.waveIndex <= 60) { // 50 and 60
// 50 and 60
if (currentBattle?.waveIndex <= 60) {
return trainerPartyTemplates.GYM_LEADER_3; // 2 avg 1 strong 1 stronger
}
else if (currentBattle?.waveIndex <= 90) { // 80 and 90
// 80 and 90
if (currentBattle?.waveIndex <= 90) {
return trainerPartyTemplates.GYM_LEADER_4; // 3 avg 1 strong 1 stronger
}
// 110+

File diff suppressed because it is too large Load Diff

View File

@ -24,7 +24,7 @@ export class RevivalBlessingPhase extends BattlePhase {
UiMode.PARTY,
PartyUiMode.REVIVAL_BLESSING,
this.user.getFieldIndex(),
(slotIndex: integer, _option: PartyOption) => {
(slotIndex: number, _option: PartyOption) => {
if (slotIndex >= 0 && slotIndex < 6) {
const pokemon = globalScene.getPlayerParty()[slotIndex];
if (!pokemon || !pokemon.isFainted()) {

View File

@ -151,9 +151,9 @@ export default class LoginFormUiHandler extends FormModalUiHandler {
// Prevent overlapping overrides on action modification
this.submitAction = originalLoginAction;
this.sanitizeInputs();
globalScene.ui.setMode(UiMode.LOADING, { buttonActions: [] });
globalScene.ui.setMode(UiMode.LOADING, { buttonActions: [] });
const onFail = error => {
globalScene.ui.setMode(UiMode.LOGIN_FORM, Object.assign(config, { errorMessage: error?.trim() }));
globalScene.ui.setMode(UiMode.LOGIN_FORM, Object.assign(config, { errorMessage: error?.trim() }));
globalScene.ui.playError();
};
if (!this.inputs[0].text) {
@ -243,7 +243,7 @@ export default class LoginFormUiHandler extends FormModalUiHandler {
},
});
}
globalScene.ui.setOverlayMode(UiMode.OPTION_SELECT, {
globalScene.ui.setOverlayMode(UiMode.OPTION_SELECT, {
options: options,
delay: 1000,
});