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https://github.com/pagefaultgames/pokerogue.git
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Fixed type error oopsie
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parent
c4e2022e18
commit
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12
biome.jsonc
12
biome.jsonc
@ -236,7 +236,7 @@
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},
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},
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"overrides": [
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"overrides": [
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{
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{
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"includes": ["**/test/**/*.test.ts"],
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"includes": ["**/test/**/*.ts"],
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"linter": {
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"linter": {
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"rules": {
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"rules": {
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"performance": {
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"performance": {
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@ -245,8 +245,16 @@
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},
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},
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"style": {
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"style": {
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"noNonNullAssertion": "off" // tedious in some tests
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"noNonNullAssertion": "off" // tedious in some tests
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},
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}
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}
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}
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},
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{
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"includes": ["**/test/**/*.test.ts"],
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"linter": {
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"rules": {
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"nursery": {
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"nursery": {
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// TODO: Enable for normal test folder files as well
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"noFloatingPromises": "error"
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"noFloatingPromises": "error"
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}
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}
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}
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}
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@ -5,6 +5,6 @@ import { sortInSpeedOrder } from "#app/utils/speed-order";
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/** A priority queue of {@linkcode Pokemon}s */
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/** A priority queue of {@linkcode Pokemon}s */
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export class PokemonPriorityQueue extends PriorityQueue<Pokemon> {
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export class PokemonPriorityQueue extends PriorityQueue<Pokemon> {
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protected override reorder(): void {
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protected override reorder(): void {
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this.queue = sortInSpeedOrder(this.queue);
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sortInSpeedOrder(this.queue);
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}
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}
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}
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}
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@ -539,16 +539,16 @@ export class GameManager {
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}
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}
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/**
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/**
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* Override the speed order of the battle's current combatants.
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* Override the turn order of the battle's current combatants.
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* Used to manually modify Pokemon turn order.
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* @param order - The turn order to set, as an array of {@linkcode BattlerIndex}es
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* @param order - The turn order to set as an array of {@linkcode BattlerIndex}es
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* @example
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* @example
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* ```ts
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* ```ts
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* game.setTurnOrder([BattlerIndex.PLAYER, BattlerIndex.ENEMY, BattlerIndex.ENEMY_2, BattlerIndex.PLAYER_2]);
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* game.setTurnOrder([BattlerIndex.PLAYER, BattlerIndex.ENEMY, BattlerIndex.ENEMY_2, BattlerIndex.PLAYER_2]);
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* ```
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* ```
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* @throws Fails test immediately if `order` does not contain all non-fainted combatants' `BattlerIndex`es.
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* @throws Fails test immediately if `order` does not contain all non-fainted combatants' `BattlerIndex`es.
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* @remarks
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* @remarks
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* This does not account for priority, the battlers' relative speed stats.
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* This does not account for priority, nor does it change the battlers' speed stats
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* (for the purposes of Electro Ball, etc).
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* @todo What should happen if the number of active battlers changes mid-test?
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* @todo What should happen if the number of active battlers changes mid-test?
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*/
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*/
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public setTurnOrder(order: Exclude<BattlerIndex, BattlerIndex.ATTACKER>[]): void {
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public setTurnOrder(order: Exclude<BattlerIndex, BattlerIndex.ATTACKER>[]): void {
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