Update comments slightly, replace || chain with .includes()

This commit is contained in:
NightKev 2024-11-16 19:48:58 -08:00
parent 94c837a033
commit ba5e9bca79

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@ -5967,14 +5967,14 @@ export class ForceSwitchOutAttr extends MoveEffectAttr {
* Check if Wimp Out/Emergency Exit activates due to being hit by U-turn or Volt Switch * Check if Wimp Out/Emergency Exit activates due to being hit by U-turn or Volt Switch
* If it did, the user of U-turn or Volt Switch will not be switched out. * If it did, the user of U-turn or Volt Switch will not be switched out.
*/ */
if (target.getAbility().hasAttr(PostDamageForceSwitchAbAttr) && if (target.getAbility().hasAttr(PostDamageForceSwitchAbAttr)
(move.id === Moves.U_TURN || move.id === Moves.VOLT_SWITCH || move.id === Moves.FLIP_TURN) && [ Moves.U_TURN, Moves.VOLT_SWITCH, Moves.FLIP_TURN ].includes(move.id)
) { ) {
if (this.hpDroppedBelowHalf(target)) { if (this.hpDroppedBelowHalf(target)) {
return false; return false;
} }
} }
// Switch out logic for the player's Pokemon
if (switchOutTarget.scene.getPlayerParty().filter((p) => p.isAllowedInBattle() && !p.isOnField()).length < 1) { if (switchOutTarget.scene.getPlayerParty().filter((p) => p.isAllowedInBattle() && !p.isOnField()).length < 1) {
return false; return false;
} }
@ -6010,11 +6010,11 @@ export class ForceSwitchOutAttr extends MoveEffectAttr {
} }
} }
return false; return false;
} else if (user.scene.currentBattle.battleType !== BattleType.WILD) { } else if (user.scene.currentBattle.battleType !== BattleType.WILD) { // Switch out logic for enemy trainers
// Switch out logic for trainer battles
if (switchOutTarget.scene.getEnemyParty().filter((p) => p.isAllowedInBattle() && !p.isOnField()).length < 1) { if (switchOutTarget.scene.getEnemyParty().filter((p) => p.isAllowedInBattle() && !p.isOnField()).length < 1) {
return false; return false;
} }
if (switchOutTarget.hp > 0) { if (switchOutTarget.hp > 0) {
if (this.switchType === SwitchType.FORCE_SWITCH) { if (this.switchType === SwitchType.FORCE_SWITCH) {
switchOutTarget.leaveField(true); switchOutTarget.leaveField(true);
@ -6031,7 +6031,6 @@ export class ForceSwitchOutAttr extends MoveEffectAttr {
MoveEndPhase MoveEndPhase
); );
} else { } else {
// for opponent switching out
switchOutTarget.leaveField(this.switchType === SwitchType.SWITCH); switchOutTarget.leaveField(this.switchType === SwitchType.SWITCH);
user.scene.prependToPhase( user.scene.prependToPhase(
new SwitchSummonPhase( new SwitchSummonPhase(
@ -6046,19 +6045,19 @@ export class ForceSwitchOutAttr extends MoveEffectAttr {
); );
} }
} }
} else { } else { // Switch out logic for wild pokemon
/** /**
* Check if Wimp Out/Emergency Exit activates due to being hit by U-turn or Volt Switch * Check if Wimp Out/Emergency Exit activates due to being hit by U-turn or Volt Switch
* If it did, the user of U-turn or Volt Switch will not be switched out. * If it did, the user of U-turn or Volt Switch will not be switched out.
*/ */
if (target.getAbility().hasAttr(PostDamageForceSwitchAbAttr) && if (target.getAbility().hasAttr(PostDamageForceSwitchAbAttr)
(move.id === Moves.U_TURN || move.id === Moves.VOLT_SWITCH) || move.id === Moves.FLIP_TURN) { && [ Moves.U_TURN, Moves.VOLT_SWITCH, Moves.FLIP_TURN ].includes(move.id)
) {
if (this.hpDroppedBelowHalf(target)) { if (this.hpDroppedBelowHalf(target)) {
return false; return false;
} }
} }
// Switch out logic for everything else (eg: WILD battles)
if (user.scene.currentBattle.waveIndex % 10 === 0) { if (user.scene.currentBattle.waveIndex % 10 === 0) {
return false; return false;
} }