Update with Bertie's comments

Co-authored-by: Bertie690 <136088738+Bertie690@users.noreply.github.com>
This commit is contained in:
Sirz Benjie 2025-06-06 10:41:34 -05:00
parent ecc175f176
commit 855c956aad
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@ -224,7 +224,8 @@ export class CommandPhase extends FieldPhase {
);
}
/** Helper method for {@linkcode handleFightCommand} that returns the moveID for the phase
/**
* Helper method for {@linkcode handleFightCommand} that returns the moveID for the phase
* based on the move passed in or the cursor.
*
* Does not check if the move is usable or not, that should be handled by the caller.
@ -234,10 +235,16 @@ export class CommandPhase extends FieldPhase {
}
/**
* Handle fight logic
* Process the logic for executing a fight-related command
*
* @remarks
* - Validates whether the move can be used, using struggle if not
* - Constructs the turn command and inserts it into the battle's turn commands
*
* @param command - The command to handle (FIGHT or TERA)
* @param cursor - The index that the cursor is placed on, or -1 if no move can be selected.
* @param args - Any additional arguments to pass to the command
* @param ignorePP - Whether to ignore PP when checking if the move can be used.
* @param move - The move to force the command to use, if any.
*/
private handleFightCommand(
command: Command.FIGHT | Command.TERA,
@ -248,7 +255,6 @@ export class CommandPhase extends FieldPhase {
const playerPokemon = this.getPokemon();
const ignorePP = isIgnorePP(useMode);
let canUse = cursor === -1 || playerPokemon.trySelectMove(cursor, ignorePP);
let canUse = cursor === -1 || playerPokemon.trySelectMove(cursor, ignorePP);
// Ternary here ensures we don't compute struggle conditions unless necessary
@ -256,7 +262,9 @@ export class CommandPhase extends FieldPhase {
? false
: cursor > -1 && !playerPokemon.getMoveset().some(m => m.isUsable(playerPokemon));
if (!canUse && !useStruggle) {
canUse ||= useStruggle;
if (!canUse) {
this.queueFightErrorMessage(playerPokemon, cursor);
return false;
}
@ -283,7 +291,7 @@ export class CommandPhase extends FieldPhase {
multiple: move.targets.length > 1,
};
if (moveId === Moves.NONE) {
if (moveId === MoveId.NONE) {
turnCommand.targets = [this.fieldIndex];
}