mirror of
https://github.com/pagefaultgames/pokerogue.git
synced 2025-07-04 23:42:18 +02:00
Breaking up processInput()
This commit is contained in:
parent
85b92bffed
commit
9addf5cd0a
@ -709,6 +709,142 @@ export default class PartyUiHandler extends MessageUiHandler {
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return filterResult;
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}
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processActionButtonForOptions(option: PartyOption) {
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const ui = this.getUi();
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if (option === PartyOption.CANCEL) {
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return this.processOptionMenuInput(Button.CANCEL);
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}
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// If the input has been already processed we are done, otherwise move on until the correct option is found
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const pokemon = globalScene.getPlayerParty()[this.cursor];
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// TODO: Careful about using success for the return values here. Find a better way
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// PartyOption.ALL, and options specific to the mode (held items)
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if (this.partyUiMode === PartyUiMode.MODIFIER_TRANSFER) {
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return this.processModifierTransferModeInput(pokemon);
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}
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// options specific to the mode (moves)
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if (this.partyUiMode === PartyUiMode.REMEMBER_MOVE_MODIFIER) {
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return this.processRememberMoveModeInput(pokemon);
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}
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// These are the options that do not involve a callback
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if (option === PartyOption.SUMMARY) {
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return this.processSummaryOption(pokemon);
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}
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if (option === PartyOption.POKEDEX) {
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return this.processPokedexOption(pokemon);
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}
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if (option === PartyOption.UNPAUSE_EVOLUTION) {
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return this.processUnpauseEvolutionOption(pokemon);
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}
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if (option === PartyOption.UNSPLICE) {
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return this.processUnspliceOption(pokemon);
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}
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if (option === PartyOption.RENAME) {
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return this.processRenameOption(pokemon);
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}
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// This is only relevant for PartyUiMode.CHECK
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// TODO: This risks hitting the other options (.MOVE_i and ALL) so does it? Do we need an extra check?
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if (option >= PartyOption.FORM_CHANGE_ITEM && globalScene.getCurrentPhase() instanceof SelectModifierPhase) {
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if (this.partyUiMode === PartyUiMode.CHECK) {
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const formChangeItemModifiers = this.getFormChangeItemsModifiers(pokemon);
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const modifier = formChangeItemModifiers[option - PartyOption.FORM_CHANGE_ITEM];
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modifier.active = !modifier.active;
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globalScene.triggerPokemonFormChange(pokemon, SpeciesFormChangeItemTrigger, false, true);
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}
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}
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// If the pokemon is filtered out for this option, we cannot continue
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const filterResult = this.getFilterResult(option, pokemon);
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if (filterResult) {
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this.clearOptions();
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this.showText(filterResult as string, undefined, () => this.showText("", 0), undefined, true);
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return true;
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}
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// For what modes is a selectCallback needed?
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// PartyUiMode.SELECT (SELECT)
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// PartyUiMode.RELEASE (RELEASE)
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// PartyUiMode.FAINT_SWITCH (SEND_OUT or PASS_BATON (?))
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// PartyUiMode.REVIVAL_BLESSING (REVIVE)
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// PartyUiMode.MODIFIER_TRANSFER (held items, and ALL)
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// PartyUiMode.CHECK --- no specific option, only relevant on cancel?
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// PartyUiMode.SPLICE (SPLICE)
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// PartyUiMode.MOVE_MODIFIER (MOVE_1, MOVE_2, MOVE_3, MOVE_4)
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// PartyUiMode.TM_MODIFIER (TEACH)
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// PartyUiMode.REMEMBER_MOVE_MODIFIER (no specific option, callback is invoked when selecting a move)
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// PartyUiMode.MODIFIER (APPLY option)
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// PartyUiMode.POST_BATTLE_SWITCH (SEND_OUT)
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// These are the options that need a callback
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if (option === PartyOption.RELEASE) {
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return this.processReleaseOption(pokemon);
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}
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if (this.partyUiMode === PartyUiMode.SPLICE) {
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if (option === PartyOption.SPLICE) {
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(this.selectCallback as PartyModifierSpliceSelectCallback)(this.transferCursor, this.cursor);
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this.clearTransfer();
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// TODO: Surely this else should specify some other option too...
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} else if (option === PartyOption.APPLY) {
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this.startTransfer();
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}
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this.clearOptions();
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ui.playSelect();
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return true;
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}
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// This is used when switching out using the Pokemon command (possibly holding a Baton held item). In this case there is no callback.
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if (
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(option === PartyOption.PASS_BATON || option === PartyOption.SEND_OUT) &&
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this.partyUiMode === PartyUiMode.SWITCH
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) {
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this.clearOptions();
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(globalScene.getCurrentPhase() as CommandPhase).handleCommand(
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Command.POKEMON,
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this.cursor,
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option === PartyOption.PASS_BATON,
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);
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}
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if (
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[
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PartyOption.SEND_OUT, // When sending out at the start of battle, or due to an effect
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PartyOption.PASS_BATON, // When passing the baton due to the Baton Pass move
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PartyOption.REVIVE,
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PartyOption.APPLY,
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PartyOption.TEACH,
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PartyOption.MOVE_1,
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PartyOption.MOVE_2,
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PartyOption.MOVE_3,
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PartyOption.MOVE_4,
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PartyOption.SELECT,
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].includes(option) &&
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this.selectCallback
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) {
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this.clearOptions();
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const selectCallback = this.selectCallback;
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this.selectCallback = null;
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selectCallback(this.cursor, option);
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}
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// TODO: Figure out better what this option is supposed to do---presumably we want a callback
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if (option === PartyOption.SELECT) {
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ui.playSelect();
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}
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if (
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this.partyUiMode !== PartyUiMode.MODIFIER &&
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this.partyUiMode !== PartyUiMode.TM_MODIFIER &&
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this.partyUiMode !== PartyUiMode.MOVE_MODIFIER
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) {
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ui.playSelect();
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}
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return true;
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}
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processOptionMenuInput(button: Button) {
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const ui = this.getUi();
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const option = this.options[this.optionsCursor];
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@ -721,138 +857,7 @@ export default class PartyUiHandler extends MessageUiHandler {
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}
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if (button === Button.ACTION) {
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if (option === PartyOption.CANCEL) {
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return this.processOptionMenuInput(Button.CANCEL);
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}
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// If the input has been already processed we are done, otherwise move on until the correct option is found
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const pokemon = globalScene.getPlayerParty()[this.cursor];
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// TODO: Careful about using success for the return values here. Find a better way
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// PartyOption.ALL, and options specific to the mode (held items)
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if (this.partyUiMode === PartyUiMode.MODIFIER_TRANSFER) {
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return this.processModifierTransferModeInput(pokemon);
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}
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// options specific to the mode (moves)
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if (this.partyUiMode === PartyUiMode.REMEMBER_MOVE_MODIFIER) {
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return this.processRememberMoveModeInput(pokemon);
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}
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// These are the options that do not involve a callback
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if (option === PartyOption.SUMMARY) {
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return this.processSummaryOption(pokemon);
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}
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if (option === PartyOption.POKEDEX) {
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return this.processPokedexOption(pokemon);
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}
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if (option === PartyOption.UNPAUSE_EVOLUTION) {
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return this.processUnpauseEvolutionOption(pokemon);
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}
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if (option === PartyOption.UNSPLICE) {
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return this.processUnspliceOption(pokemon);
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}
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if (option === PartyOption.RENAME) {
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return this.processRenameOption(pokemon);
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}
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// This is only relevant for PartyUiMode.CHECK
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// TODO: This risks hitting the other options (.MOVE_i and ALL) so does it? Do we need an extra check?
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if (option >= PartyOption.FORM_CHANGE_ITEM && globalScene.getCurrentPhase() instanceof SelectModifierPhase) {
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if (this.partyUiMode === PartyUiMode.CHECK) {
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const formChangeItemModifiers = this.getFormChangeItemsModifiers(pokemon);
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const modifier = formChangeItemModifiers[option - PartyOption.FORM_CHANGE_ITEM];
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modifier.active = !modifier.active;
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globalScene.triggerPokemonFormChange(pokemon, SpeciesFormChangeItemTrigger, false, true);
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}
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}
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// If the pokemon is filtered out for this option, we cannot continue
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const filterResult = this.getFilterResult(option, pokemon);
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if (filterResult) {
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this.clearOptions();
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this.showText(filterResult as string, undefined, () => this.showText("", 0), undefined, true);
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return true;
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}
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// For what modes is a selectCallback needed?
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// PartyUiMode.SELECT (SELECT)
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// PartyUiMode.RELEASE (RELEASE)
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// PartyUiMode.FAINT_SWITCH (SEND_OUT or PASS_BATON (?))
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// PartyUiMode.REVIVAL_BLESSING (REVIVE)
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// PartyUiMode.MODIFIER_TRANSFER (held items, and ALL)
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// PartyUiMode.CHECK --- no specific option, only relevant on cancel?
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// PartyUiMode.SPLICE (SPLICE)
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// PartyUiMode.MOVE_MODIFIER (MOVE_1, MOVE_2, MOVE_3, MOVE_4)
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// PartyUiMode.TM_MODIFIER (TEACH)
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// PartyUiMode.REMEMBER_MOVE_MODIFIER (no specific option, callback is invoked when selecting a move)
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// PartyUiMode.MODIFIER (APPLY option)
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// PartyUiMode.POST_BATTLE_SWITCH (SEND_OUT)
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// These are the options that need a callback
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if (option === PartyOption.RELEASE) {
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return this.processReleaseOption(pokemon);
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}
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if (this.partyUiMode === PartyUiMode.SPLICE) {
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if (option === PartyOption.SPLICE) {
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(this.selectCallback as PartyModifierSpliceSelectCallback)(this.transferCursor, this.cursor);
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this.clearTransfer();
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// TODO: Surely this else should specify some other option too...
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} else if (option === PartyOption.APPLY) {
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this.startTransfer();
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}
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this.clearOptions();
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ui.playSelect();
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return true;
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}
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// This is used when switching out using the Pokemon command (possibly holding a Baton held item). In this case there is no callback.
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if (
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(option === PartyOption.PASS_BATON || option === PartyOption.SEND_OUT) &&
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this.partyUiMode === PartyUiMode.SWITCH
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) {
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this.clearOptions();
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(globalScene.getCurrentPhase() as CommandPhase).handleCommand(
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Command.POKEMON,
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this.cursor,
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option === PartyOption.PASS_BATON,
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);
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}
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if (
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[
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PartyOption.SEND_OUT, // When sending out at the start of battle, or due to an effect
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PartyOption.PASS_BATON, // When passing the baton due to the Baton Pass move
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PartyOption.REVIVE,
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PartyOption.APPLY,
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PartyOption.TEACH,
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PartyOption.MOVE_1,
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PartyOption.MOVE_2,
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PartyOption.MOVE_3,
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PartyOption.MOVE_4,
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PartyOption.SELECT,
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].includes(option) &&
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this.selectCallback
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) {
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this.clearOptions();
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const selectCallback = this.selectCallback;
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this.selectCallback = null;
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selectCallback(this.cursor, option);
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}
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// TODO: Figure out better what this option is supposed to do---presumably we want a callback
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if (option === PartyOption.SELECT) {
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ui.playSelect();
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}
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if (
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this.partyUiMode !== PartyUiMode.MODIFIER &&
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this.partyUiMode !== PartyUiMode.TM_MODIFIER &&
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this.partyUiMode !== PartyUiMode.MOVE_MODIFIER
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) {
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ui.playSelect();
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}
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return true;
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return this.processActionButtonForOptions(option);
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}
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if (button === Button.UP || button === Button.DOWN) {
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@ -895,95 +900,117 @@ export default class PartyUiHandler extends MessageUiHandler {
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return false;
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}
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let success = false;
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if (this.optionsMode) {
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let success = false;
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success = this.processOptionMenuInput(button);
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} else {
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if (button === Button.ACTION) {
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if (this.cursor < 6) {
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if (this.partyUiMode === PartyUiMode.MODIFIER_TRANSFER && !this.transferMode) {
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/** Initialize item quantities for the selected Pokemon */
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const itemModifiers = globalScene.findModifiers(
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m =>
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m instanceof PokemonHeldItemModifier &&
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m.isTransferable &&
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m.pokemonId === globalScene.getPlayerParty()[this.cursor].id,
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) as PokemonHeldItemModifier[];
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this.transferQuantities = itemModifiers.map(item => item.getStackCount());
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this.transferQuantitiesMax = itemModifiers.map(item => item.getStackCount());
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}
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this.showOptions();
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ui.playSelect();
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}
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// Pressing return button
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if (this.cursor === 6) {
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// TODO: define an "allowCancel (PartyUiMode) method to check here and below"
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if (this.partyUiMode === PartyUiMode.FAINT_SWITCH || this.partyUiMode === PartyUiMode.REVIVAL_BLESSING) {
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ui.playError();
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} else {
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return this.processInput(Button.CANCEL);
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}
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}
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return true;
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if (success) {
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ui.playSelect();
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}
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if (button === Button.CANCEL) {
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if (
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(this.partyUiMode === PartyUiMode.MODIFIER_TRANSFER || this.partyUiMode === PartyUiMode.SPLICE) &&
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this.transferMode
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) {
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this.clearTransfer();
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ui.playSelect();
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} else if (this.partyUiMode !== PartyUiMode.FAINT_SWITCH && this.partyUiMode !== PartyUiMode.REVIVAL_BLESSING) {
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if (this.selectCallback) {
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const selectCallback = this.selectCallback;
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this.selectCallback = null;
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selectCallback(6, PartyOption.CANCEL);
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ui.playSelect();
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} else {
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ui.setMode(UiMode.COMMAND, this.fieldIndex);
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ui.playSelect();
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}
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return success;
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}
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if (button === Button.ACTION) {
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return this.processPartyActionInput();
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}
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if (button === Button.CANCEL) {
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return this.processPartyCancelInput();
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}
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if (button === Button.UP || button === Button.DOWN || button === Button.RIGHT || button === Button.LEFT) {
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return this.processPartyDirectionalInput(button);
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}
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return false;
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}
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processPartyActionInput(): boolean {
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const ui = this.getUi();
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if (this.cursor < 6) {
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if (this.partyUiMode === PartyUiMode.MODIFIER_TRANSFER && !this.transferMode) {
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/** Initialize item quantities for the selected Pokemon */
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const itemModifiers = globalScene.findModifiers(
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m =>
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m instanceof PokemonHeldItemModifier &&
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m.isTransferable &&
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m.pokemonId === globalScene.getPlayerParty()[this.cursor].id,
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) as PokemonHeldItemModifier[];
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this.transferQuantities = itemModifiers.map(item => item.getStackCount());
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this.transferQuantitiesMax = itemModifiers.map(item => item.getStackCount());
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}
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this.showOptions();
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ui.playSelect();
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}
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// Pressing return button
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if (this.cursor === 6) {
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// TODO: define an "allowCancel (PartyUiMode) method to check here and below"
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if (this.partyUiMode === PartyUiMode.FAINT_SWITCH || this.partyUiMode === PartyUiMode.REVIVAL_BLESSING) {
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ui.playError();
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} else {
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return this.processInput(Button.CANCEL);
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}
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}
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return true;
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}
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processPartyCancelInput(): boolean {
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const ui = this.getUi();
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if (
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(this.partyUiMode === PartyUiMode.MODIFIER_TRANSFER || this.partyUiMode === PartyUiMode.SPLICE) &&
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this.transferMode
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) {
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this.clearTransfer();
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ui.playSelect();
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} else if (this.partyUiMode !== PartyUiMode.FAINT_SWITCH && this.partyUiMode !== PartyUiMode.REVIVAL_BLESSING) {
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if (this.selectCallback) {
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const selectCallback = this.selectCallback;
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this.selectCallback = null;
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selectCallback(6, PartyOption.CANCEL);
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ui.playSelect();
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} else {
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ui.setMode(UiMode.COMMAND, this.fieldIndex);
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ui.playSelect();
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}
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}
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return true;
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}
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processPartyDirectionalInput(button: Button.UP | Button.DOWN | Button.LEFT | Button.RIGHT): boolean {
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const ui = this.getUi();
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const slotCount = this.partySlots.length;
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const battlerCount = globalScene.currentBattle.getBattlerCount();
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let success = false;
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switch (button) {
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case Button.UP:
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success = this.setCursor(this.cursor ? (this.cursor < 6 ? this.cursor - 1 : slotCount - 1) : 6);
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break;
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case Button.DOWN:
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success = this.setCursor(this.cursor < 6 ? (this.cursor < slotCount - 1 ? this.cursor + 1 : 6) : 0);
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break;
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case Button.LEFT:
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if (this.cursor >= battlerCount && this.cursor <= 6) {
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success = this.setCursor(0);
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}
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return true;
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}
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const slotCount = this.partySlots.length;
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const battlerCount = globalScene.currentBattle.getBattlerCount();
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switch (button) {
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case Button.UP:
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success = this.setCursor(this.cursor ? (this.cursor < 6 ? this.cursor - 1 : slotCount - 1) : 6);
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break;
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case Button.RIGHT:
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if (slotCount === battlerCount) {
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success = this.setCursor(6);
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break;
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case Button.DOWN:
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success = this.setCursor(this.cursor < 6 ? (this.cursor < slotCount - 1 ? this.cursor + 1 : 6) : 0);
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}
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if (battlerCount >= 2 && slotCount > battlerCount && this.getCursor() === 0 && this.lastCursor === 1) {
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success = this.setCursor(2);
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break;
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case Button.LEFT:
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if (this.cursor >= battlerCount && this.cursor <= 6) {
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success = this.setCursor(0);
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}
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}
|
||||
if (slotCount > battlerCount && this.cursor < battlerCount) {
|
||||
success = this.setCursor(this.lastCursor < 6 ? this.lastCursor || battlerCount : battlerCount);
|
||||
break;
|
||||
case Button.RIGHT:
|
||||
if (slotCount === battlerCount) {
|
||||
success = this.setCursor(6);
|
||||
break;
|
||||
}
|
||||
if (battlerCount >= 2 && slotCount > battlerCount && this.getCursor() === 0 && this.lastCursor === 1) {
|
||||
success = this.setCursor(2);
|
||||
break;
|
||||
}
|
||||
if (slotCount > battlerCount && this.cursor < battlerCount) {
|
||||
success = this.setCursor(this.lastCursor < 6 ? this.lastCursor || battlerCount : battlerCount);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (success) {
|
||||
ui.playSelect();
|
||||
}
|
||||
|
||||
return success;
|
||||
}
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user