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removed duplicate checks for isActive
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@ -87,15 +87,16 @@ export class MovePhase extends BattlePhase {
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}
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/**
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* Checks if the pokemon is active, if the move is usable, and that the move is targeting something.
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* Check if the current Move is usable and targeting at least 1 active pokemon.
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* @param ignoreDisableTags `true` to not check if the move is disabled
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* @returns `true` if all the checks pass
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*/
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public canMove(ignoreDisableTags = false): boolean {
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const targets = this.getActiveTargetPokemon();
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return (
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this.pokemon.isActive(true) &&
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this.move.isUsable(this.pokemon, isIgnorePP(this.useMode), ignoreDisableTags) &&
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this.targets.length > 0
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// TODO: Don't hardcode a check for traps here
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(targets.length > 0 || this.move.getMove().hasAttr("AddArenaTrapTagAttr"))
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);
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}
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@ -122,9 +123,9 @@ export class MovePhase extends BattlePhase {
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console.log(MoveId[this.move.moveId], enumValueToKey(MoveUseMode, this.useMode));
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// If the target isn't on field (such as due to leaving the field from Whirlwind/etc), do nothing.
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if (!this.pokemon.isActive(true)) {
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this.cancel();
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this.end();
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super.end();
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return;
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}
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@ -172,30 +173,18 @@ export class MovePhase extends BattlePhase {
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this.end();
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}
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/** Check for cancellation edge cases - no targets remaining, or {@linkcode MoveId.NONE} is in the queue */
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/** Check for cancellation edge cases - no targets remaining, out of PP, or {@linkcode MoveId.NONE} is in the queue */
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protected resolveFinalPreMoveCancellationChecks(): void {
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const targets = this.getActiveTargetPokemon();
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const moveQueue = this.pokemon.getMoveQueue();
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// Check if move is unusable (e.g. running out of PP due to a mid-turn Spite
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// or the user no longer being on field)
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if (!this.canMove(true)) {
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if (this.pokemon.isActive(true)) {
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this.fail();
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this.showMoveText();
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this.showFailedText();
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}
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return;
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}
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if (
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(targets.length === 0 && !this.move.getMove().hasAttr("AddArenaTrapTagAttr")) ||
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// skip disable checks since we already triggered them inside `lapsePreMoveAndMoveTags`
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!this.canMove(true) ||
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(moveQueue.length > 0 && moveQueue[0].move === MoveId.NONE)
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) {
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this.showMoveText();
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this.showFailedText();
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this.cancel();
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this.fail();
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}
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}
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@ -395,28 +395,23 @@ describe("Status Effects", () => {
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await game.classicMode.startBattle([SpeciesId.FEEBAS]);
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const player = game.field.getPlayerPokemon();
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player.status = new Status(StatusEffect.SLEEP, 0, 4);
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game.move.select(MoveId.DRAGON_CHEER);
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await game.toNextTurn();
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expect(player.status.effect).toBe(StatusEffect.SLEEP);
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game.move.select(MoveId.DRAGON_CHEER);
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await game.toNextTurn();
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expect(player.status.effect).toBe(StatusEffect.SLEEP);
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// Set sleep turns to 2 for brevity
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player.status = new Status(StatusEffect.SLEEP, 0, 2);
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game.move.changeMoveset(player, MoveId.DRAGON_CHEER);
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game.move.select(MoveId.DRAGON_CHEER);
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await game.toNextTurn();
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expect(player.status.effect).toBe(StatusEffect.SLEEP);
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expect(player.getMoveset()[0].ppUsed).toBe(0);
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expect(player.getLastXMoves(1)[0].result).toBe(MoveResult.FAIL);
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game.move.select(MoveId.DRAGON_CHEER);
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await game.toNextTurn();
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// Sleep was cured, move failed as normal and consumed PP
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expect(player.status).toBeFalsy();
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expect(player.getMoveset()[0].ppUsed).toBe(1);
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expect(player.getLastXMoves(1)[0].result).toBe(MoveResult.FAIL);
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});
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});
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