Merge branch 'beta' into bugfix/wimp

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NightKev 2024-11-30 01:50:00 -08:00 committed by GitHub
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7 changed files with 436 additions and 50 deletions

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@ -1385,14 +1385,38 @@ export class UserHpDamageAttr extends FixedDamageAttr {
}
export class TargetHalfHpDamageAttr extends FixedDamageAttr {
// the initial amount of hp the target had before the first hit
// used for multi lens
private initialHp: number;
constructor() {
super(0);
}
apply(user: Pokemon, target: Pokemon, move: Move, args: any[]): boolean {
(args[0] as Utils.IntegerHolder).value = Utils.toDmgValue(target.hp / 2);
// first, determine if the hit is coming from multi lens or not
const lensCount = user.getHeldItems().find(i => i instanceof PokemonMultiHitModifier)?.getStackCount() ?? 0;
if (lensCount <= 0) {
// no multi lenses; we can just halve the target's hp and call it a day
(args[0] as Utils.NumberHolder).value = Utils.toDmgValue(target.hp / 2);
return true;
}
return true;
// figure out what hit # we're on
switch (user.turnData.hitCount - user.turnData.hitsLeft) {
case 0:
// first hit of move; update initialHp tracker
this.initialHp = target.hp;
default:
// multi lens added hit; use initialHp tracker to ensure correct damage
(args[0] as Utils.NumberHolder).value = Utils.toDmgValue(this.initialHp / 2);
return true;
break;
case lensCount + 1:
// parental bond added hit; calc damage as normal
(args[0] as Utils.NumberHolder).value = Utils.toDmgValue(target.hp / 2);
return true;
break;
}
}
getTargetBenefitScore(user: Pokemon, target: Pokemon, move: Move): number {
@ -5975,14 +5999,22 @@ export class ForceSwitchOutAttr extends MoveEffectAttr {
}
}
if (switchOutTarget.scene.getPlayerParty().filter((p) => p.isAllowedInBattle() && !p.isOnField()).length < 1) {
// Find indices of off-field Pokemon that are eligible to be switched into
const eligibleNewIndices: number[] = [];
switchOutTarget.scene.getPlayerParty().forEach((pokemon, index) => {
if (pokemon.isAllowedInBattle() && !pokemon.isOnField()) {
eligibleNewIndices.push(index);
}
});
if (eligibleNewIndices.length < 1) {
return false;
}
if (switchOutTarget.hp > 0) {
if (this.switchType === SwitchType.FORCE_SWITCH) {
switchOutTarget.leaveField(true);
const slotIndex = Utils.randIntRange(user.scene.currentBattle.getBattlerCount(), user.scene.getPlayerParty().length);
const slotIndex = eligibleNewIndices[user.randSeedInt(eligibleNewIndices.length)];
user.scene.prependToPhase(
new SwitchSummonPhase(
user.scene,
@ -6011,14 +6043,22 @@ export class ForceSwitchOutAttr extends MoveEffectAttr {
}
return false;
} else if (user.scene.currentBattle.battleType !== BattleType.WILD) { // Switch out logic for enemy trainers
if (switchOutTarget.scene.getEnemyParty().filter((p) => p.isAllowedInBattle() && !p.isOnField()).length < 1) {
// Find indices of off-field Pokemon that are eligible to be switched into
const eligibleNewIndices: number[] = [];
switchOutTarget.scene.getEnemyParty().forEach((pokemon, index) => {
if (pokemon.isAllowedInBattle() && !pokemon.isOnField()) {
eligibleNewIndices.push(index);
}
});
if (eligibleNewIndices.length < 1) {
return false;
}
if (switchOutTarget.hp > 0) {
if (this.switchType === SwitchType.FORCE_SWITCH) {
switchOutTarget.leaveField(true);
const slotIndex = Utils.randIntRange(user.scene.currentBattle.getBattlerCount(), user.scene.getEnemyParty().length);
const slotIndex = eligibleNewIndices[user.randSeedInt(eligibleNewIndices.length)];
user.scene.prependToPhase(
new SwitchSummonPhase(
user.scene,

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@ -2618,8 +2618,8 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
};
}
// If the attack deals fixed damaged, return a result with that much damage
const fixedDamage = new Utils.IntegerHolder(0);
// If the attack deals fixed damage, return a result with that much damage
const fixedDamage = new Utils.NumberHolder(0);
applyMoveAttrs(FixedDamageAttr, source, this, move, fixedDamage);
if (fixedDamage.value) {
const multiLensMultiplier = new Utils.NumberHolder(1);

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@ -1,9 +1,9 @@
import { Mode } from "#app/ui/ui";
import i18next from "i18next";
import BattleScene from "../../battle-scene";
import { hasTouchscreen } from "../../touch-controls";
import { updateWindowType } from "../../ui/ui-theme";
import { CandyUpgradeNotificationChangedEvent } from "../../events/battle-scene";
import BattleScene from "#app/battle-scene";
import { hasTouchscreen } from "#app/touch-controls";
import { updateWindowType } from "#app/ui/ui-theme";
import { CandyUpgradeNotificationChangedEvent } from "#app/events/battle-scene";
import SettingsUiHandler from "#app/ui/settings/settings-ui-handler";
import { EaseType } from "#enums/ease-type";
import { MoneyFormat } from "#enums/money-format";
@ -44,6 +44,7 @@ const OFF_ON: SettingOption[] = [
label: i18next.t("settings:on")
}
];
const AUTO_DISABLED: SettingOption[] = [
{
value: "Auto",
@ -55,6 +56,19 @@ const AUTO_DISABLED: SettingOption[] = [
}
];
const TOUCH_CONTROLS_OPTIONS: SettingOption[] = [
{
value: "Auto",
label: i18next.t("settings:auto")
},
{
value: "Disabled",
label: i18next.t("settings:disabled"),
needConfirmation: true,
confirmationMessage: i18next.t("settings:confirmDisableTouch")
}
];
const SHOP_CURSOR_TARGET_OPTIONS: SettingOption[] = [
{
value: "Rewards",
@ -100,7 +114,9 @@ export enum SettingType {
type SettingOption = {
value: string,
label: string
label: string,
needConfirmation?: boolean,
confirmationMessage?: string
};
export interface Setting {
@ -344,13 +360,6 @@ export const Setting: Array<Setting> = [
default: 1,
type: SettingType.GENERAL
},
{
key: SettingKeys.Touch_Controls,
label: i18next.t("settings:touchControls"),
options: AUTO_DISABLED,
default: 0,
type: SettingType.GENERAL
},
{
key: SettingKeys.Vibration,
label: i18next.t("settings:vibrations"),
@ -358,6 +367,28 @@ export const Setting: Array<Setting> = [
default: 0,
type: SettingType.GENERAL
},
{
key: SettingKeys.Touch_Controls,
label: i18next.t("settings:touchControls"),
options: TOUCH_CONTROLS_OPTIONS,
default: 0,
type: SettingType.GENERAL,
isHidden: () => !hasTouchscreen()
},
{
key: SettingKeys.Move_Touch_Controls,
label: i18next.t("settings:moveTouchControls"),
options: [
{
value: "Configure",
label: i18next.t("settings:change")
}
],
default: 0,
type: SettingType.GENERAL,
activatable: true,
isHidden: () => !hasTouchscreen()
},
{
key: SettingKeys.Language,
label: i18next.t("settings:language"),
@ -643,20 +674,6 @@ export const Setting: Array<Setting> = [
type: SettingType.AUDIO,
requireReload: true
},
{
key: SettingKeys.Move_Touch_Controls,
label: i18next.t("settings:moveTouchControls"),
options: [
{
value: "Configure",
label: i18next.t("settings:change")
}
],
default: 0,
type: SettingType.GENERAL,
activatable: true,
isHidden: () => !hasTouchscreen()
},
{
key: SettingKeys.Shop_Cursor_Target,
label: i18next.t("settings:shopCursorTarget"),
@ -849,7 +866,7 @@ export function setSetting(scene: BattleScene, setting: string, value: integer):
if (scene.ui) {
const cancelHandler = () => {
scene.ui.revertMode();
(scene.ui.getHandler() as SettingsUiHandler).setOptionCursor(0, 0, true);
(scene.ui.getHandler() as SettingsUiHandler).setOptionCursor(-1, 0, true);
};
const changeLocaleHandler = (locale: string): boolean => {
try {

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@ -135,4 +135,57 @@ describe("Items - Multi Lens", () => {
expect(damageResults[0]).toBe(Math.floor(playerPokemon.level * 0.75));
expect(damageResults[1]).toBe(Math.floor(playerPokemon.level * 0.25));
});
it("should result in correct damage for hp% attacks with 1 lens", async () => {
game.override.startingHeldItems([{ name: "MULTI_LENS", count: 1 }])
.moveset(Moves.SUPER_FANG)
.ability(Abilities.COMPOUND_EYES)
.enemyLevel(1000)
.enemySpecies(Species.BLISSEY); // allows for unrealistically high levels of accuracy
await game.classicMode.startBattle([ Species.MAGIKARP ]);
const enemyPokemon = game.scene.getEnemyPokemon()!;
game.move.select(Moves.SUPER_FANG);
await game.setTurnOrder([ BattlerIndex.PLAYER, BattlerIndex.ENEMY ]);
await game.phaseInterceptor.to("MoveEndPhase");
expect(enemyPokemon.getHpRatio()).toBeCloseTo(0.5, 5);
});
it("should result in correct damage for hp% attacks with 2 lenses", async () => {
game.override.startingHeldItems([{ name: "MULTI_LENS", count: 2 }])
.moveset(Moves.SUPER_FANG)
.ability(Abilities.COMPOUND_EYES)
.enemyMoveset(Moves.SPLASH)
.enemyLevel(1000)
.enemySpecies(Species.BLISSEY); // allows for unrealistically high levels of accuracy
await game.classicMode.startBattle([ Species.MAGIKARP ]);
const enemyPokemon = game.scene.getEnemyPokemon()!;
game.move.select(Moves.SUPER_FANG);
await game.setTurnOrder([ BattlerIndex.PLAYER, BattlerIndex.ENEMY ]);
await game.phaseInterceptor.to("MoveEndPhase");
expect(enemyPokemon.getHpRatio()).toBeCloseTo(0.5, 5);
});
it("should result in correct damage for hp% attacks with 2 lenses + Parental Bond", async () => {
game.override.startingHeldItems([{ name: "MULTI_LENS", count: 2 }])
.moveset(Moves.SUPER_FANG)
.ability(Abilities.PARENTAL_BOND)
.passiveAbility(Abilities.COMPOUND_EYES)
.enemyMoveset(Moves.SPLASH)
.enemyLevel(1000)
.enemySpecies(Species.BLISSEY); // allows for unrealistically high levels of accuracy
await game.classicMode.startBattle([ Species.MAGIKARP ]);
const enemyPokemon = game.scene.getEnemyPokemon()!;
game.move.select(Moves.SUPER_FANG);
await game.setTurnOrder([ BattlerIndex.PLAYER, BattlerIndex.ENEMY ]);
await game.phaseInterceptor.to("MoveEndPhase");
expect(enemyPokemon.getHpRatio()).toBeCloseTo(0.25, 5);
});
});

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@ -1,5 +1,9 @@
import { BattlerIndex } from "#app/battle";
import { allMoves } from "#app/data/move";
import { Status } from "#app/data/status-effect";
import { Challenges } from "#enums/challenges";
import { StatusEffect } from "#enums/status-effect";
import { Type } from "#enums/type";
import { Abilities } from "#enums/abilities";
import { Moves } from "#enums/moves";
import { Species } from "#enums/species";
@ -193,4 +197,122 @@ describe("Moves - Dragon Tail", () => {
expect(dratini.hp).toBe(Math.floor(dratini.getMaxHp() / 2));
expect(game.scene.getPlayerField().length).toBe(1);
});
it("should force switches randomly", async () => {
game.override.enemyMoveset(Moves.DRAGON_TAIL)
.startingLevel(100)
.enemyLevel(1);
await game.classicMode.startBattle([ Species.BULBASAUR, Species.CHARMANDER, Species.SQUIRTLE ]);
const [ bulbasaur, charmander, squirtle ] = game.scene.getPlayerParty();
// Turn 1: Mock an RNG call that calls for switching to 1st backup Pokemon (Charmander)
vi.spyOn(game.scene, "randBattleSeedInt").mockImplementation((range, min: number = 0) => {
return min;
});
game.move.select(Moves.SPLASH);
await game.forceEnemyMove(Moves.DRAGON_TAIL);
await game.toNextTurn();
expect(bulbasaur.isOnField()).toBe(false);
expect(charmander.isOnField()).toBe(true);
expect(squirtle.isOnField()).toBe(false);
expect(bulbasaur.getInverseHp()).toBeGreaterThan(0);
// Turn 2: Mock an RNG call that calls for switching to 2nd backup Pokemon (Squirtle)
vi.spyOn(game.scene, "randBattleSeedInt").mockImplementation((range, min: number = 0) => {
return min + 1;
});
game.move.select(Moves.SPLASH);
await game.toNextTurn();
expect(bulbasaur.isOnField()).toBe(false);
expect(charmander.isOnField()).toBe(false);
expect(squirtle.isOnField()).toBe(true);
expect(charmander.getInverseHp()).toBeGreaterThan(0);
});
it("should not force a switch to a challenge-ineligible Pokemon", async () => {
game.override.enemyMoveset(Moves.DRAGON_TAIL)
.startingLevel(100)
.enemyLevel(1);
// Mono-Water challenge, Eevee is ineligible
game.challengeMode.addChallenge(Challenges.SINGLE_TYPE, Type.WATER + 1, 0);
await game.challengeMode.startBattle([ Species.LAPRAS, Species.EEVEE, Species.TOXAPEX, Species.PRIMARINA ]);
const [ lapras, eevee, toxapex, primarina ] = game.scene.getPlayerParty();
// Turn 1: Mock an RNG call that would normally call for switching to Eevee, but it is ineligible
vi.spyOn(game.scene, "randBattleSeedInt").mockImplementation((range, min: number = 0) => {
return min;
});
game.move.select(Moves.SPLASH);
await game.toNextTurn();
expect(lapras.isOnField()).toBe(false);
expect(eevee.isOnField()).toBe(false);
expect(toxapex.isOnField()).toBe(true);
expect(primarina.isOnField()).toBe(false);
expect(lapras.getInverseHp()).toBeGreaterThan(0);
});
it("should not force a switch to a fainted Pokemon", async () => {
game.override.enemyMoveset([ Moves.SPLASH, Moves.DRAGON_TAIL ])
.startingLevel(100)
.enemyLevel(1);
await game.classicMode.startBattle([ Species.LAPRAS, Species.EEVEE, Species.TOXAPEX, Species.PRIMARINA ]);
const [ lapras, eevee, toxapex, primarina ] = game.scene.getPlayerParty();
// Turn 1: Eevee faints
eevee.hp = 0;
eevee.status = new Status(StatusEffect.FAINT);
expect(eevee.isFainted()).toBe(true);
game.move.select(Moves.SPLASH);
await game.forceEnemyMove(Moves.SPLASH);
await game.toNextTurn();
// Turn 2: Mock an RNG call that would normally call for switching to Eevee, but it is fainted
vi.spyOn(game.scene, "randBattleSeedInt").mockImplementation((range, min: number = 0) => {
return min;
});
game.move.select(Moves.SPLASH);
await game.forceEnemyMove(Moves.DRAGON_TAIL);
await game.toNextTurn();
expect(lapras.isOnField()).toBe(false);
expect(eevee.isOnField()).toBe(false);
expect(toxapex.isOnField()).toBe(true);
expect(primarina.isOnField()).toBe(false);
expect(lapras.getInverseHp()).toBeGreaterThan(0);
});
it("should not force a switch if there are no available Pokemon to switch into", async () => {
game.override.enemyMoveset([ Moves.SPLASH, Moves.DRAGON_TAIL ])
.startingLevel(100)
.enemyLevel(1);
await game.classicMode.startBattle([ Species.LAPRAS, Species.EEVEE ]);
const [ lapras, eevee ] = game.scene.getPlayerParty();
// Turn 1: Eevee faints
eevee.hp = 0;
eevee.status = new Status(StatusEffect.FAINT);
expect(eevee.isFainted()).toBe(true);
game.move.select(Moves.SPLASH);
await game.forceEnemyMove(Moves.SPLASH);
await game.toNextTurn();
// Turn 2: Mock an RNG call that would normally call for switching to Eevee, but it is fainted
vi.spyOn(game.scene, "randBattleSeedInt").mockImplementation((range, min: number = 0) => {
return min;
});
game.move.select(Moves.SPLASH);
await game.forceEnemyMove(Moves.DRAGON_TAIL);
await game.toNextTurn();
expect(lapras.isOnField()).toBe(true);
expect(eevee.isOnField()).toBe(false);
expect(lapras.getInverseHp()).toBeGreaterThan(0);
});
});

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@ -1,11 +1,15 @@
import { BattlerTagType } from "#app/enums/battler-tag-type";
import { BattlerTagType } from "#enums/battler-tag-type";
import { Challenges } from "#enums/challenges";
import { Type } from "#enums/type";
import { MoveResult } from "#app/field/pokemon";
import { Abilities } from "#enums/abilities";
import { Moves } from "#enums/moves";
import { Species } from "#enums/species";
import GameManager from "#test/utils/gameManager";
import Phaser from "phaser";
import { afterEach, beforeAll, beforeEach, describe, expect, it } from "vitest";
import { afterEach, beforeAll, beforeEach, describe, expect, it, vi } from "vitest";
import { Status } from "#app/data/status-effect";
import { StatusEffect } from "#enums/status-effect";
describe("Moves - Whirlwind", () => {
let phaserGame: Phaser.Game;
@ -25,8 +29,9 @@ describe("Moves - Whirlwind", () => {
game = new GameManager(phaserGame);
game.override
.battleType("single")
.moveset(Moves.SPLASH)
.enemyAbility(Abilities.BALL_FETCH)
.enemyMoveset(Moves.WHIRLWIND)
.enemyMoveset([ Moves.SPLASH, Moves.WHIRLWIND ])
.enemySpecies(Species.PIDGEY);
});
@ -41,10 +46,114 @@ describe("Moves - Whirlwind", () => {
const staraptor = game.scene.getPlayerPokemon()!;
game.move.select(move);
await game.forceEnemyMove(Moves.WHIRLWIND);
await game.phaseInterceptor.to("BerryPhase", false);
expect(staraptor.findTag((t) => t.tagType === BattlerTagType.FLYING)).toBeDefined();
expect(game.scene.getEnemyPokemon()!.getLastXMoves(1)[0].result).toBe(MoveResult.MISS);
});
it("should force switches randomly", async () => {
await game.classicMode.startBattle([ Species.BULBASAUR, Species.CHARMANDER, Species.SQUIRTLE ]);
const [ bulbasaur, charmander, squirtle ] = game.scene.getPlayerParty();
// Turn 1: Mock an RNG call that calls for switching to 1st backup Pokemon (Charmander)
vi.spyOn(game.scene, "randBattleSeedInt").mockImplementation((range, min: number = 0) => {
return min;
});
game.move.select(Moves.SPLASH);
await game.forceEnemyMove(Moves.WHIRLWIND);
await game.toNextTurn();
expect(bulbasaur.isOnField()).toBe(false);
expect(charmander.isOnField()).toBe(true);
expect(squirtle.isOnField()).toBe(false);
// Turn 2: Mock an RNG call that calls for switching to 2nd backup Pokemon (Squirtle)
vi.spyOn(game.scene, "randBattleSeedInt").mockImplementation((range, min: number = 0) => {
return min + 1;
});
game.move.select(Moves.SPLASH);
await game.forceEnemyMove(Moves.WHIRLWIND);
await game.toNextTurn();
expect(bulbasaur.isOnField()).toBe(false);
expect(charmander.isOnField()).toBe(false);
expect(squirtle.isOnField()).toBe(true);
});
it("should not force a switch to a challenge-ineligible Pokemon", async () => {
// Mono-Water challenge, Eevee is ineligible
game.challengeMode.addChallenge(Challenges.SINGLE_TYPE, Type.WATER + 1, 0);
await game.challengeMode.startBattle([ Species.LAPRAS, Species.EEVEE, Species.TOXAPEX, Species.PRIMARINA ]);
const [ lapras, eevee, toxapex, primarina ] = game.scene.getPlayerParty();
// Turn 1: Mock an RNG call that would normally call for switching to Eevee, but it is ineligible
vi.spyOn(game.scene, "randBattleSeedInt").mockImplementation((range, min: number = 0) => {
return min;
});
game.move.select(Moves.SPLASH);
await game.forceEnemyMove(Moves.WHIRLWIND);
await game.toNextTurn();
expect(lapras.isOnField()).toBe(false);
expect(eevee.isOnField()).toBe(false);
expect(toxapex.isOnField()).toBe(true);
expect(primarina.isOnField()).toBe(false);
});
it("should not force a switch to a fainted Pokemon", async () => {
await game.classicMode.startBattle([ Species.LAPRAS, Species.EEVEE, Species.TOXAPEX, Species.PRIMARINA ]);
const [ lapras, eevee, toxapex, primarina ] = game.scene.getPlayerParty();
// Turn 1: Eevee faints
eevee.hp = 0;
eevee.status = new Status(StatusEffect.FAINT);
expect(eevee.isFainted()).toBe(true);
game.move.select(Moves.SPLASH);
await game.forceEnemyMove(Moves.SPLASH);
await game.toNextTurn();
// Turn 2: Mock an RNG call that would normally call for switching to Eevee, but it is fainted
vi.spyOn(game.scene, "randBattleSeedInt").mockImplementation((range, min: number = 0) => {
return min;
});
game.move.select(Moves.SPLASH);
await game.forceEnemyMove(Moves.WHIRLWIND);
await game.toNextTurn();
expect(lapras.isOnField()).toBe(false);
expect(eevee.isOnField()).toBe(false);
expect(toxapex.isOnField()).toBe(true);
expect(primarina.isOnField()).toBe(false);
});
it("should not force a switch if there are no available Pokemon to switch into", async () => {
await game.classicMode.startBattle([ Species.LAPRAS, Species.EEVEE ]);
const [ lapras, eevee ] = game.scene.getPlayerParty();
// Turn 1: Eevee faints
eevee.hp = 0;
eevee.status = new Status(StatusEffect.FAINT);
expect(eevee.isFainted()).toBe(true);
game.move.select(Moves.SPLASH);
await game.forceEnemyMove(Moves.SPLASH);
await game.toNextTurn();
// Turn 2: Mock an RNG call that would normally call for switching to Eevee, but it is fainted
vi.spyOn(game.scene, "randBattleSeedInt").mockImplementation((range, min: number = 0) => {
return min;
});
game.move.select(Moves.SPLASH);
await game.forceEnemyMove(Moves.WHIRLWIND);
await game.toNextTurn();
expect(lapras.isOnField()).toBe(true);
expect(eevee.isOnField()).toBe(false);
});
});

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@ -1,8 +1,7 @@
import BattleScene from "#app/battle-scene";
import { hasTouchscreen, isMobile } from "#app/touch-controls";
import { TextStyle, addTextObject } from "#app/ui/text";
import { Mode } from "#app/ui/ui";
import UiHandler from "#app/ui/ui-handler";
import MessageUiHandler from "#app/ui/message-ui-handler";
import { addWindow } from "#app/ui/ui-theme";
import { ScrollBar } from "#app/ui/scroll-bar";
import { Button } from "#enums/buttons";
@ -15,9 +14,10 @@ import i18next from "i18next";
/**
* Abstract class for handling UI elements related to settings.
*/
export default class AbstractSettingsUiHandler extends UiHandler {
export default class AbstractSettingsUiHandler extends MessageUiHandler {
private settingsContainer: Phaser.GameObjects.Container;
private optionsContainer: Phaser.GameObjects.Container;
private messageBoxContainer: Phaser.GameObjects.Container;
private navigationContainer: NavigationMenu;
private scrollCursor: number;
@ -135,6 +135,23 @@ export default class AbstractSettingsUiHandler extends UiHandler {
this.scrollBar = new ScrollBar(this.scene, this.optionsBg.width - 9, this.optionsBg.y + 5, 4, this.optionsBg.height - 11, this.rowsToDisplay);
this.scrollBar.setTotalRows(this.settings.length);
// Two-lines message box
this.messageBoxContainer = this.scene.add.container(0, this.scene.scaledCanvas.height);
this.messageBoxContainer.setName("settings-message-box");
this.messageBoxContainer.setVisible(false);
const settingsMessageBox = addWindow(this.scene, 0, -1, this.scene.scaledCanvas.width - 2, 48);
settingsMessageBox.setOrigin(0, 1);
this.messageBoxContainer.add(settingsMessageBox);
const messageText = addTextObject(this.scene, 8, -40, "", TextStyle.WINDOW, { maxLines: 2 });
messageText.setWordWrapWidth(this.scene.game.canvas.width - 60);
messageText.setName("settings-message");
messageText.setOrigin(0, 0);
this.messageBoxContainer.add(messageText);
this.message = messageText;
this.settingsContainer.add(this.optionsBg);
this.settingsContainer.add(this.scrollBar);
this.settingsContainer.add(this.navigationContainer);
@ -144,6 +161,7 @@ export default class AbstractSettingsUiHandler extends UiHandler {
this.settingsContainer.add(iconCancel);
this.settingsContainer.add(actionText);
this.settingsContainer.add(cancelText);
this.settingsContainer.add(this.messageBoxContainer);
ui.add(this.settingsContainer);
@ -326,18 +344,16 @@ export default class AbstractSettingsUiHandler extends UiHandler {
/**
* Set the option cursor to the specified position.
*
* @param settingIndex - The index of the setting.
* @param settingIndex - The index of the setting or -1 to change the current setting
* @param cursor - The cursor position to set.
* @param save - Whether to save the setting to local storage.
* @returns `true` if the option cursor was set successfully.
*/
setOptionCursor(settingIndex: number, cursor: number, save?: boolean): boolean {
const setting = this.settings[settingIndex];
if (setting.key === SettingKeys.Touch_Controls && cursor && hasTouchscreen() && isMobile()) {
this.getUi().playError();
return false;
if (settingIndex === -1) {
settingIndex = this.cursor + this.scrollCursor;
}
const setting = this.settings[settingIndex];
const lastCursor = this.optionCursors[settingIndex];
@ -352,9 +368,33 @@ export default class AbstractSettingsUiHandler extends UiHandler {
newValueLabel.setShadowColor(this.getTextColor(TextStyle.SETTINGS_SELECTED, true));
if (save) {
this.scene.gameData.saveSetting(setting.key, cursor);
if (this.reloadSettings.includes(setting)) {
this.reloadRequired = true;
const saveSetting = () => {
this.scene.gameData.saveSetting(setting.key, cursor);
if (setting.requireReload) {
this.reloadRequired = true;
}
};
// For settings that ask for confirmation, display confirmation message and a Yes/No prompt before saving the setting
if (setting.options[cursor].needConfirmation) {
const confirmUpdateSetting = () => {
this.scene.ui.revertMode();
this.showText("");
saveSetting();
};
const cancelUpdateSetting = () => {
this.scene.ui.revertMode();
this.showText("");
// Put the cursor back to its previous position without saving or asking for confirmation again
this.setOptionCursor(settingIndex, lastCursor, false);
};
const confirmationMessage = setting.options[cursor].confirmationMessage ?? i18next.t("settings:defaultConfirmMessage");
this.scene.ui.showText(confirmationMessage, null, () => {
this.scene.ui.setOverlayMode(Mode.CONFIRM, confirmUpdateSetting, cancelUpdateSetting, null, null, 1, 750);
});
} else {
saveSetting();
}
}
@ -421,4 +461,9 @@ export default class AbstractSettingsUiHandler extends UiHandler {
}
this.cursorObj = null;
}
override showText(text: string, delay?: integer, callback?: Function, callbackDelay?: integer, prompt?: boolean, promptDelay?: integer) {
this.messageBoxContainer.setVisible(!!text?.length);
super.showText(text, delay, callback, callbackDelay, prompt, promptDelay);
}
}