Implement Shed Tail

This commit is contained in:
innerthunder 2024-09-22 17:53:30 -07:00
parent 1c87532e64
commit bf7b8c0fba
13 changed files with 231 additions and 78 deletions

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@ -37,6 +37,7 @@ import { SwitchSummonPhase } from "#app/phases/switch-summon-phase";
import { SpeciesFormChangeRevertWeatherFormTrigger } from "./pokemon-forms";
import { GameMode } from "#app/game-mode";
import { applyChallenges, ChallengeType } from "./challenge";
import { SwitchType } from "#app/enums/switch-type";
export enum MoveCategory {
PHYSICAL,
@ -1476,8 +1477,13 @@ export class HalfSacrificialAttr extends MoveEffectAttr {
* @see {@linkcode apply}
*/
export class AddSubstituteAttr extends MoveEffectAttr {
constructor() {
/** The ratio of the user's max HP that is required to apply this effect */
private hpCost: number;
constructor(hpCost: number = 0.25) {
super(true);
this.hpCost = hpCost;
}
/**
@ -1493,8 +1499,7 @@ export class AddSubstituteAttr extends MoveEffectAttr {
return false;
}
const hpCost = Math.floor(user.getMaxHp() / 4);
user.damageAndUpdate(hpCost, HitResult.OTHER, false, true, true);
user.damageAndUpdate(Math.floor(user.getMaxHp() * this.hpCost), HitResult.OTHER, false, true, true);
user.addTag(BattlerTagType.SUBSTITUTE, 0, move.id, user.id);
return true;
}
@ -1507,7 +1512,7 @@ export class AddSubstituteAttr extends MoveEffectAttr {
}
getCondition(): MoveConditionFunc {
return (user, target, move) => !user.getTag(SubstituteTag) && user.hp > Math.floor(user.getMaxHp() / 4) && user.getMaxHp() > 1;
return (user, target, move) => !user.getTag(SubstituteTag) && user.hp > Math.floor(user.getMaxHp() * this.hpCost) && user.getMaxHp() > 1;
}
getFailedText(user: Pokemon, target: Pokemon, move: Move, cancelled: Utils.BooleanHolder): string | null {
@ -1521,6 +1526,66 @@ export class AddSubstituteAttr extends MoveEffectAttr {
}
}
/**
* Attribute implementing the effects of {@link https://bulbapedia.bulbagarden.net/wiki/Shed_Tail_(move) | Shed Tail}.
* This is essentially a wrapper for two internal attributes: {@linkcode AddSubstituteAttr} which handles creating
* a Substitute for the user, and {@linkcode ForceSwitchOutAttr} which forces the user to switch out and transfers the
* Substitute to the switched in Pokemon.
*/
export class ShedTailAttr extends MoveEffectAttr {
private addSubstituteAttr: AddSubstituteAttr;
private forceSwitchOutAttr: ForceSwitchOutAttr;
constructor() {
super(true);
this.addSubstituteAttr = new AddSubstituteAttr(0.5);
this.forceSwitchOutAttr = new ForceSwitchOutAttr(true, SwitchType.SHED_TAIL);
}
/**
* Has the user put in a substitute, prompt a switch, and transfer the substitute
* to the switched in Pokemon.
* @param user The {@linkcode Pokemon} using this move
* @param target n/a
* @param move The move being used (i.e. Shed Tail)
* @param args n/a
* @returns a `Promise` that resolves `true` if all effects apply successfully; `false` otherwise
*/
override apply(user: Pokemon, target: Pokemon, move: Move, args: any[]): boolean {
if (this.addSubstituteAttr.apply(user, target, move, args)) {
return this.forceSwitchOutAttr.apply(user, target, move, args);
} else {
return false;
}
}
/**
* The conditions determining whether the move fails.
* @returns A function that returns `true` if the move will not fail.
*/
override getCondition(): MoveConditionFunc {
return this.addSubstituteAttr.getCondition() && this.forceSwitchOutAttr.getCondition();
}
/**
* Gets the text to show when the move fails. Identical to the fail messages for Substitute
* @param user The {@linkcode Pokemon} using the move
* @param target n/a
* @param move n/a
* @param cancelled n/a
* @returns The string to display upon the move failing. May vary with different fail conditions.
*/
override getFailedText(user: Pokemon, target: Pokemon, move: Move, cancelled: Utils.BooleanHolder): string | null {
return this.addSubstituteAttr.getFailedText(user, target, move, cancelled);
}
override getUserBenefitScore(user: Pokemon, target: Pokemon, move: Move): integer {
return this.addSubstituteAttr.getUserBenefitScore(user, target, move)
+ this.forceSwitchOutAttr.getUserBenefitScore(user, target, move);
}
}
export enum MultiHitType {
_2,
_2_TO_5,
@ -5152,9 +5217,9 @@ export class RevivalBlessingAttr extends MoveEffectAttr {
if (user.scene.currentBattle.double && user.scene.getEnemyParty().length > 1) {
const allyPokemon = user.getAlly();
if (slotIndex<=1) {
user.scene.unshiftPhase(new SwitchSummonPhase(user.scene, pokemon.getFieldIndex(), slotIndex, false, false, false));
user.scene.unshiftPhase(new SwitchSummonPhase(user.scene, SwitchType.SWITCH, pokemon.getFieldIndex(), slotIndex, false, false));
} else if (allyPokemon.isFainted()) {
user.scene.unshiftPhase(new SwitchSummonPhase(user.scene, allyPokemon.getFieldIndex(), slotIndex, false, false, false));
user.scene.unshiftPhase(new SwitchSummonPhase(user.scene, SwitchType.SWITCH, allyPokemon.getFieldIndex(), slotIndex, false, false));
}
}
resolve(true);
@ -5176,46 +5241,44 @@ export class RevivalBlessingAttr extends MoveEffectAttr {
export class ForceSwitchOutAttr extends MoveEffectAttr {
private user: boolean;
private batonPass: boolean;
private switchType: SwitchType;
constructor(user?: boolean, batonPass?: boolean) {
constructor(user: boolean = false, switchType: SwitchType = SwitchType.SWITCH) {
super(false, MoveEffectTrigger.POST_APPLY, false, true);
this.user = !!user;
this.batonPass = !!batonPass;
this.user = user;
this.switchType = switchType;
}
isBatonPass() {
return this.batonPass;
return this.switchType === SwitchType.BATON_PASS;
}
apply(user: Pokemon, target: Pokemon, move: Move, args: any[]): Promise<boolean> {
return new Promise(resolve => {
apply(user: Pokemon, target: Pokemon, move: Move, args: any[]): boolean {
// Check if the move category is not STATUS or if the switch out condition is not met
if (!this.getSwitchOutCondition()(user, target, move)) {
return resolve(false);
return false;
}
// Move the switch out logic inside the conditional block
// This ensures that the switch out only happens when the conditions are met
/**
* Move the switch out logic inside the conditional block
* This ensures that the switch out only happens when the conditions are met
*/
const switchOutTarget = this.user ? user : target;
if (switchOutTarget instanceof PlayerPokemon) {
switchOutTarget.leaveField(!this.batonPass);
switchOutTarget.leaveField(this.switchType === SwitchType.SWITCH);
if (switchOutTarget.hp > 0) {
user.scene.prependToPhase(new SwitchPhase(user.scene, switchOutTarget.getFieldIndex(), true, true), MoveEndPhase);
resolve(true);
} else {
resolve(false);
user.scene.prependToPhase(new SwitchPhase(user.scene, this.switchType, switchOutTarget.getFieldIndex(), true, true), MoveEndPhase);
return true;
}
return;
return false;
} else if (user.scene.currentBattle.battleType !== BattleType.WILD) {
// Switch out logic for trainer battles
switchOutTarget.leaveField(!this.batonPass);
switchOutTarget.leaveField(this.switchType === SwitchType.SWITCH);
if (switchOutTarget.hp > 0) {
// for opponent switching out
user.scene.prependToPhase(new SwitchSummonPhase(user.scene, switchOutTarget.getFieldIndex(), (user.scene.currentBattle.trainer ? user.scene.currentBattle.trainer.getNextSummonIndex((switchOutTarget as EnemyPokemon).trainerSlot) : 0), false, this.batonPass, false), MoveEndPhase);
user.scene.prependToPhase(new SwitchSummonPhase(user.scene, this.switchType, switchOutTarget.getFieldIndex(), (user.scene.currentBattle.trainer ? user.scene.currentBattle.trainer.getNextSummonIndex((switchOutTarget as EnemyPokemon).trainerSlot) : 0), false, false), MoveEndPhase);
}
} else {
// Switch out logic for everything else (eg: WILD battles)
@ -5241,8 +5304,7 @@ export class ForceSwitchOutAttr extends MoveEffectAttr {
}
}
resolve(true);
});
return true;
}
getCondition(): MoveConditionFunc {
@ -5268,8 +5330,8 @@ export class ForceSwitchOutAttr extends MoveEffectAttr {
return false;
}
if (!player && !user.scene.currentBattle.battleType) {
if (this.batonPass) {
if (!player && user.scene.currentBattle.battleType === BattleType.WILD) {
if (this.isBatonPass()) {
return false;
}
// Don't allow wild opponents to flee on the boss stage since it can ruin a run early on
@ -5288,7 +5350,7 @@ export class ForceSwitchOutAttr extends MoveEffectAttr {
return -20;
}
let ret = this.user ? Math.floor((1 - user.getHpRatio()) * 20) : super.getUserBenefitScore(user, target, move);
if (this.user && this.batonPass) {
if (this.user && this.isBatonPass()) {
const statStageTotal = user.getStatStages().reduce((s: integer, total: integer) => total += s, 0);
ret = ret / 2 + (Phaser.Tweens.Builders.GetEaseFunction("Sine.easeOut")(Math.min(Math.abs(statStageTotal), 10) / 10) * (statStageTotal >= 0 ? 10 : -10));
}
@ -7376,7 +7438,7 @@ export function initMoves() {
new AttackMove(Moves.DRAGON_BREATH, Type.DRAGON, MoveCategory.SPECIAL, 60, 100, 20, 30, 0, 2)
.attr(StatusEffectAttr, StatusEffect.PARALYSIS),
new SelfStatusMove(Moves.BATON_PASS, Type.NORMAL, -1, 40, -1, 0, 2)
.attr(ForceSwitchOutAttr, true, true)
.attr(ForceSwitchOutAttr, true, SwitchType.BATON_PASS)
.hidesUser(),
new StatusMove(Moves.ENCORE, Type.NORMAL, 100, 5, -1, 0, 2)
.attr(AddBattlerTagAttr, BattlerTagType.ENCORE, false, true)
@ -7801,7 +7863,7 @@ export function initMoves() {
.makesContact(false)
.target(MoveTarget.ATTACKER),
new AttackMove(Moves.U_TURN, Type.BUG, MoveCategory.PHYSICAL, 70, 100, 20, -1, 0, 4)
.attr(ForceSwitchOutAttr, true, false),
.attr(ForceSwitchOutAttr, true),
new AttackMove(Moves.CLOSE_COMBAT, Type.FIGHTING, MoveCategory.PHYSICAL, 120, 100, 5, -1, 0, 4)
.attr(StatStageChangeAttr, [ Stat.DEF, Stat.SPDEF ], -1, true),
new AttackMove(Moves.PAYBACK, Type.DARK, MoveCategory.PHYSICAL, 50, 100, 10, -1, 0, 4)
@ -8234,7 +8296,7 @@ export function initMoves() {
new AttackMove(Moves.GRASS_PLEDGE, Type.GRASS, MoveCategory.SPECIAL, 80, 100, 10, -1, 0, 5)
.partial(),
new AttackMove(Moves.VOLT_SWITCH, Type.ELECTRIC, MoveCategory.SPECIAL, 70, 100, 20, -1, 0, 5)
.attr(ForceSwitchOutAttr, true, false),
.attr(ForceSwitchOutAttr, true),
new AttackMove(Moves.STRUGGLE_BUG, Type.BUG, MoveCategory.SPECIAL, 50, 100, 20, 100, 0, 5)
.attr(StatStageChangeAttr, [ Stat.SPATK ], -1)
.target(MoveTarget.ALL_NEAR_ENEMIES),
@ -8402,7 +8464,7 @@ export function initMoves() {
.target(MoveTarget.ALL_NEAR_ENEMIES),
new StatusMove(Moves.PARTING_SHOT, Type.DARK, 100, 20, -1, 0, 6)
.attr(StatStageChangeAttr, [ Stat.ATK, Stat.SPATK ], -1, false, null, true, true, MoveEffectTrigger.PRE_APPLY)
.attr(ForceSwitchOutAttr, true, false)
.attr(ForceSwitchOutAttr, true)
.soundBased(),
new StatusMove(Moves.TOPSY_TURVY, Type.DARK, -1, 20, -1, 0, 6)
.attr(InvertStatsAttr),
@ -9158,7 +9220,7 @@ export function initMoves() {
.attr(StatStageChangeAttr, [ Stat.ATK, Stat.DEF ], 1)
.target(MoveTarget.NEAR_ALLY),
new AttackMove(Moves.FLIP_TURN, Type.WATER, MoveCategory.PHYSICAL, 60, 100, 20, -1, 0, 8)
.attr(ForceSwitchOutAttr, true, false),
.attr(ForceSwitchOutAttr, true),
new AttackMove(Moves.TRIPLE_AXEL, Type.ICE, MoveCategory.PHYSICAL, 20, 90, 10, -1, 0, 8)
.attr(MultiHitAttr, MultiHitType._3)
.attr(MultiHitPowerIncrementAttr, 3)
@ -9485,10 +9547,10 @@ export function initMoves() {
.attr(MovePowerMultiplierAttr, (user, target, move) => target.getAttackTypeEffectiveness(move.type, user) >= 2 ? 5461/4096 : 1)
.makesContact(),
new SelfStatusMove(Moves.SHED_TAIL, Type.NORMAL, -1, 10, -1, 0, 9)
.unimplemented(),
.attr(ShedTailAttr),
new StatusMove(Moves.CHILLY_RECEPTION, Type.ICE, -1, 10, -1, 0, 9)
.attr(WeatherChangeAttr, WeatherType.SNOW)
.attr(ForceSwitchOutAttr, true, false)
.attr(ForceSwitchOutAttr, true)
.target(MoveTarget.BOTH_SIDES),
new SelfStatusMove(Moves.TIDY_UP, Type.NORMAL, -1, 10, -1, 0, 9)
.attr(StatStageChangeAttr, [ Stat.ATK, Stat.SPD ], 1, true, null, true, true)

12
src/enums/switch-type.ts Normal file
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@ -0,0 +1,12 @@
/**
* Indicates the type of switch functionality that a {@linkcode SwitchPhase}
* or {@linkcode SwitchSummonPhase} will carry out.
*/
export enum SwitchType {
/** Basic switchout where the Pokemon to switch in is selected */
SWITCH,
/** Transfers stat stages and other effects from the returning Pokemon to the switched in Pokemon */
BATON_PASS,
/** Transfers the returning Pokemon's Substitute to the switched in Pokemon */
SHED_TAIL
}

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@ -61,6 +61,7 @@ import { Challenges } from "#enums/challenges";
import { PokemonAnimType } from "#app/enums/pokemon-anim-type";
import { PLAYER_PARTY_MAX_SIZE } from "#app/constants";
import { MysteryEncounterPokemonData } from "#app/data/mystery-encounters/mystery-encounter-pokemon-data";
import { SwitchType } from "#app/enums/switch-type";
export enum FieldPosition {
CENTER,
@ -3989,16 +3990,17 @@ export class PlayerPokemon extends Pokemon {
/**
* Causes this mon to leave the field (via {@linkcode leaveField}) and then
* opens the party switcher UI to switch a new mon in
* @param batonPass Indicates if this switch was caused by a baton pass (and
* thus should maintain active mon effects)
* @param switchType the {@linkcode SwitchType} for this switch-out. If this is
* `BATON_PASS` or `SHED_TAIL`, this Pokemon's effects are not cleared upon leaving
* the field.
*/
switchOut(batonPass: boolean): Promise<void> {
switchOut(switchType: SwitchType = SwitchType.SWITCH): Promise<void> {
return new Promise(resolve => {
this.leaveField(!batonPass);
this.leaveField(switchType === SwitchType.SWITCH);
this.scene.ui.setMode(Mode.PARTY, PartyUiMode.FAINT_SWITCH, this.getFieldIndex(), (slotIndex: integer, option: PartyOption) => {
if (slotIndex >= this.scene.currentBattle.getBattlerCount() && slotIndex < 6) {
this.scene.prependToPhase(new SwitchSummonPhase(this.scene, this.getFieldIndex(), slotIndex, false, batonPass), MoveEndPhase);
this.scene.prependToPhase(new SwitchSummonPhase(this.scene, switchType, this.getFieldIndex(), slotIndex, false), MoveEndPhase);
}
this.scene.ui.setMode(Mode.MESSAGE).then(resolve);
}, PartyUiHandler.FilterNonFainted);
@ -4060,11 +4062,11 @@ export class PlayerPokemon extends Pokemon {
const allyPokemon = this.getAlly();
if (slotIndex<=1) {
// Revived ally pokemon
this.scene.unshiftPhase(new SwitchSummonPhase(this.scene, pokemon.getFieldIndex(), slotIndex, false, false, true));
this.scene.unshiftPhase(new SwitchSummonPhase(this.scene, SwitchType.SWITCH, pokemon.getFieldIndex(), slotIndex, false, true));
this.scene.unshiftPhase(new ToggleDoublePositionPhase(this.scene, true));
} else if (allyPokemon.isFainted()) {
// Revived party pokemon, and ally pokemon is fainted
this.scene.unshiftPhase(new SwitchSummonPhase(this.scene, allyPokemon.getFieldIndex(), slotIndex, false, false, true));
this.scene.unshiftPhase(new SwitchSummonPhase(this.scene, SwitchType.SWITCH, allyPokemon.getFieldIndex(), slotIndex, false, true));
this.scene.unshiftPhase(new ToggleDoublePositionPhase(this.scene, true));
}
}

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@ -8,6 +8,7 @@ import { BattlePhase } from "./battle-phase";
import { PostSummonPhase } from "./post-summon-phase";
import { SummonMissingPhase } from "./summon-missing-phase";
import { SwitchPhase } from "./switch-phase";
import { SwitchType } from "#app/enums/switch-type";
export class CheckSwitchPhase extends BattlePhase {
protected fieldIndex: integer;
@ -50,7 +51,7 @@ export class CheckSwitchPhase extends BattlePhase {
this.scene.ui.setMode(Mode.CONFIRM, () => {
this.scene.ui.setMode(Mode.MESSAGE);
this.scene.tryRemovePhase(p => p instanceof PostSummonPhase && p.player && p.fieldIndex === this.fieldIndex);
this.scene.unshiftPhase(new SwitchPhase(this.scene, this.fieldIndex, false, true));
this.scene.unshiftPhase(new SwitchPhase(this.scene, SwitchType.SWITCH, this.fieldIndex, false, true));
this.end();
}, () => {
this.scene.ui.setMode(Mode.MESSAGE);

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@ -18,6 +18,7 @@ import { GameOverPhase } from "./game-over-phase";
import { SwitchPhase } from "./switch-phase";
import { VictoryPhase } from "./victory-phase";
import { SpeciesFormChangeActiveTrigger } from "#app/data/pokemon-forms";
import { SwitchType } from "#app/enums/switch-type";
export class FaintPhase extends PokemonPhase {
private preventEndure: boolean;
@ -106,14 +107,14 @@ export class FaintPhase extends PokemonPhase {
* If previous conditions weren't met, and the player has at least 1 legal Pokemon off the field,
* push a phase that prompts the player to summon a Pokemon from their party.
*/
this.scene.pushPhase(new SwitchPhase(this.scene, this.fieldIndex, true, false));
this.scene.pushPhase(new SwitchPhase(this.scene, SwitchType.SWITCH, this.fieldIndex, true, false));
}
} else {
this.scene.unshiftPhase(new VictoryPhase(this.scene, this.battlerIndex));
if ([BattleType.TRAINER, BattleType.MYSTERY_ENCOUNTER].includes(this.scene.currentBattle.battleType)) {
const hasReservePartyMember = !!this.scene.getEnemyParty().filter(p => p.isActive() && !p.isOnField() && p.trainerSlot === (pokemon as EnemyPokemon).trainerSlot).length;
if (hasReservePartyMember) {
this.scene.pushPhase(new SwitchSummonPhase(this.scene, this.fieldIndex, -1, false, false, false));
this.scene.pushPhase(new SwitchSummonPhase(this.scene, SwitchType.SWITCH, this.fieldIndex, -1, false, false));
}
}
}

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@ -24,6 +24,7 @@ import { NewBattlePhase } from "#app/phases/new-battle-phase";
import { GameOverPhase } from "#app/phases/game-over-phase";
import { SwitchPhase } from "#app/phases/switch-phase";
import { SeenEncounterData } from "#app/data/mystery-encounters/mystery-encounter-save-data";
import { SwitchType } from "#app/enums/switch-type";
/**
* Will handle (in order):
@ -241,7 +242,7 @@ export class MysteryEncounterBattleStartCleanupPhase extends Phase {
const playerField = this.scene.getPlayerField();
playerField.forEach((pokemon, i) => {
if (!pokemon.isAllowedInBattle() && legalPlayerPartyPokemon.length > i) {
this.scene.unshiftPhase(new SwitchPhase(this.scene, i, true, false));
this.scene.unshiftPhase(new SwitchPhase(this.scene, SwitchType.SWITCH, i, true, false));
}
});

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@ -1,10 +1,11 @@
import BattleScene from "#app/battle-scene";
import { SpeciesFormChangeActiveTrigger } from "#app/data/pokemon-forms";
import { SwitchType } from "#app/enums/switch-type";
import { SwitchSummonPhase } from "./switch-summon-phase";
export class ReturnPhase extends SwitchSummonPhase {
constructor(scene: BattleScene, fieldIndex: integer) {
super(scene, fieldIndex, -1, true, false);
super(scene, SwitchType.SWITCH, fieldIndex, -1, true, false);
}
switchAndSummon(): void {

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@ -1,4 +1,5 @@
import BattleScene from "#app/battle-scene";
import { SwitchType } from "#app/enums/switch-type";
import PartyUiHandler, { PartyUiMode, PartyOption } from "#app/ui/party-ui-handler";
import { Mode } from "#app/ui/ui";
import { BattlePhase } from "./battle-phase";
@ -10,21 +11,24 @@ import { SwitchSummonPhase } from "./switch-summon-phase";
*/
export class SwitchPhase extends BattlePhase {
protected fieldIndex: integer;
private switchType: SwitchType;
private isModal: boolean;
private doReturn: boolean;
/**
* Creates a new SwitchPhase
* @param scene {@linkcode BattleScene} Current battle scene
* @param switchType The type of switch logic this phase implements
* @param fieldIndex Field index to switch out
* @param isModal Indicates if the switch should be forced (true) or is
* optional (false).
* @param doReturn Indicates if the party member on the field should be
* recalled to ball or has already left the field. Passed to {@linkcode SwitchSummonPhase}.
*/
constructor(scene: BattleScene, fieldIndex: integer, isModal: boolean, doReturn: boolean) {
constructor(scene: BattleScene, switchType: SwitchType, fieldIndex: integer, isModal: boolean, doReturn: boolean) {
super(scene);
this.switchType = switchType;
this.fieldIndex = fieldIndex;
this.isModal = isModal;
this.doReturn = doReturn;
@ -38,11 +42,13 @@ export class SwitchPhase extends BattlePhase {
return super.end();
}
// Skip if the fainted party member has been revived already. doReturn is
// only passed as `false` from FaintPhase (as opposed to other usages such
// as ForceSwitchOutAttr or CheckSwitchPhase), so we only want to check this
// if the mon should have already been returned but is still alive and well
// on the field. see also; battle.test.ts
/**
* Skip if the fainted party member has been revived already. doReturn is
* only passed as `false` from FaintPhase (as opposed to other usages such
* as ForceSwitchOutAttr or CheckSwitchPhase), so we only want to check this
* if the mon should have already been returned but is still alive and well
* on the field. see also; battle.test.ts
*/
if (this.isModal && !this.doReturn && !this.scene.getParty()[this.fieldIndex].isFainted()) {
return super.end();
}
@ -57,7 +63,8 @@ export class SwitchPhase extends BattlePhase {
this.scene.ui.setMode(Mode.PARTY, this.isModal ? PartyUiMode.FAINT_SWITCH : PartyUiMode.POST_BATTLE_SWITCH, fieldIndex, (slotIndex: integer, option: PartyOption) => {
if (slotIndex >= this.scene.currentBattle.getBattlerCount() && slotIndex < 6) {
this.scene.unshiftPhase(new SwitchSummonPhase(this.scene, fieldIndex, slotIndex, this.doReturn, option === PartyOption.PASS_BATON));
const switchType = (option === PartyOption.PASS_BATON) ? SwitchType.BATON_PASS : this.switchType;
this.scene.unshiftPhase(new SwitchSummonPhase(this.scene, switchType, fieldIndex, slotIndex, this.doReturn));
}
this.scene.ui.setMode(Mode.MESSAGE).then(() => super.end());
}, PartyUiHandler.FilterNonFainted);

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@ -12,29 +12,31 @@ import i18next from "i18next";
import { PostSummonPhase } from "./post-summon-phase";
import { SummonPhase } from "./summon-phase";
import { SubstituteTag } from "#app/data/battler-tags";
import { SwitchType } from "#app/enums/switch-type";
export class SwitchSummonPhase extends SummonPhase {
private switchType: SwitchType;
private slotIndex: integer;
private doReturn: boolean;
private batonPass: boolean;
private lastPokemon: Pokemon;
/**
* Constructor for creating a new SwitchSummonPhase
* @param scene {@linkcode BattleScene} the scene the phase is associated with
* @param switchType the type of switch behavior
* @param fieldIndex integer representing position on the battle field
* @param slotIndex integer for the index of pokemon (in party of 6) to switch into
* @param doReturn boolean whether to render "comeback" dialogue
* @param batonPass boolean if the switch is from baton pass
* @param player boolean if the switch is from the player
*/
constructor(scene: BattleScene, fieldIndex: integer, slotIndex: integer, doReturn: boolean, batonPass: boolean, player?: boolean) {
constructor(scene: BattleScene, switchType: SwitchType, fieldIndex: integer, slotIndex: integer, doReturn: boolean, player?: boolean) {
super(scene, fieldIndex, player !== undefined ? player : true);
this.switchType = switchType;
this.slotIndex = slotIndex;
this.doReturn = doReturn;
this.batonPass = batonPass;
}
start(): void {
@ -64,7 +66,7 @@ export class SwitchSummonPhase extends SummonPhase {
const pokemon = this.getPokemon();
if (!this.batonPass) {
if (this.switchType === SwitchType.SWITCH) {
(this.player ? this.scene.getEnemyField() : this.scene.getPlayerField()).forEach(enemyPokemon => enemyPokemon.removeTagsBySourceId(pokemon.id));
const substitute = pokemon.getTag(SubstituteTag);
if (substitute) {
@ -94,7 +96,7 @@ export class SwitchSummonPhase extends SummonPhase {
ease: "Sine.easeIn",
scale: 0.5,
onComplete: () => {
pokemon.leaveField(!this.batonPass, false);
pokemon.leaveField(this.switchType === SwitchType.SWITCH, false);
this.scene.time.delayedCall(750, () => this.switchAndSummon());
}
});
@ -105,7 +107,7 @@ export class SwitchSummonPhase extends SummonPhase {
const switchedInPokemon = party[this.slotIndex];
this.lastPokemon = this.getPokemon();
applyPreSwitchOutAbAttrs(PreSwitchOutAbAttr, this.lastPokemon);
if (this.batonPass && switchedInPokemon) {
if (this.switchType === SwitchType.BATON_PASS && switchedInPokemon) {
(this.player ? this.scene.getEnemyField() : this.scene.getPlayerField()).forEach(enemyPokemon => enemyPokemon.transferTagsBySourceId(this.lastPokemon.id, switchedInPokemon.id));
if (!this.scene.findModifier(m => m instanceof SwitchEffectTransferModifier && (m as SwitchEffectTransferModifier).pokemonId === switchedInPokemon.id)) {
const batonPassModifier = this.scene.findModifier(m => m instanceof SwitchEffectTransferModifier
@ -130,7 +132,7 @@ export class SwitchSummonPhase extends SummonPhase {
* If this switch is passing a Substitute, make the switched Pokemon match the returned Pokemon's state as it left.
* Otherwise, clear any persisting tags on the returned Pokemon.
*/
if (this.batonPass) {
if (this.switchType === SwitchType.BATON_PASS || this.switchType === SwitchType.SHED_TAIL) {
const substitute = this.lastPokemon.getTag(SubstituteTag);
if (substitute) {
switchedInPokemon.x += this.lastPokemon.getSubstituteOffset()[0];
@ -174,8 +176,13 @@ export class SwitchSummonPhase extends SummonPhase {
pokemon.battleSummonData.turnCount--;
}
if (this.batonPass && pokemon) {
if (this.switchType === SwitchType.BATON_PASS && pokemon) {
pokemon.transferSummon(this.lastPokemon);
} else if (this.switchType === SwitchType.SHED_TAIL && pokemon) {
const subTag = this.lastPokemon.getTag(SubstituteTag);
if (subTag) {
pokemon.summonData.tags.push(subTag);
}
}
this.lastPokemon?.resetSummonData();

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@ -32,7 +32,7 @@ export class TurnInitPhase extends FieldPhase {
this.scene.unshiftPhase(new GameOverPhase(this.scene));
} else if (allowedPokemon.length >= this.scene.currentBattle.getBattlerCount() || (this.scene.currentBattle.double && !allowedPokemon[0].isActive(true))) {
// If there is at least one pokemon in the back that is legal to switch in, force a switch.
p.switchOut(false);
p.switchOut();
} else {
// If there are no pokemon in the back but we're not game overing, just hide the pokemon.
// This should only happen in double battles.

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@ -19,6 +19,7 @@ import { TurnEndPhase } from "./turn-end-phase";
import { WeatherEffectPhase } from "./weather-effect-phase";
import { BattlerIndex } from "#app/battle";
import { TrickRoomTag } from "#app/data/arena-tag";
import { SwitchType } from "#app/enums/switch-type";
export class TurnStartPhase extends FieldPhase {
constructor(scene: BattleScene) {
@ -179,7 +180,8 @@ export class TurnStartPhase extends FieldPhase {
this.scene.unshiftPhase(new AttemptCapturePhase(this.scene, turnCommand.targets![0] % 2, turnCommand.cursor!));//TODO: is the bang correct here?
break;
case Command.POKEMON:
this.scene.unshiftPhase(new SwitchSummonPhase(this.scene, pokemon.getFieldIndex(), turnCommand.cursor!, true, turnCommand.args![0] as boolean, pokemon.isPlayer()));//TODO: is the bang correct here?
const switchType = turnCommand.args![0] ? SwitchType.BATON_PASS : SwitchType.SWITCH; // TODO: is the bang correct here?
this.scene.unshiftPhase(new SwitchSummonPhase(this.scene, switchType, pokemon.getFieldIndex(), turnCommand.cursor!, true, pokemon.isPlayer()));
break;
case Command.RUN:
let runningPokemon = pokemon;

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@ -18,6 +18,7 @@ import GameManager from "#test/utils/gameManager";
import Phaser from "phaser";
import { afterEach, beforeAll, beforeEach, describe, expect, test } from "vitest";
import { Status, StatusEffect } from "#app/data/status-effect";
import { SwitchType } from "#app/enums/switch-type";
@ -113,7 +114,7 @@ describe("Abilities - ZEN MODE", () => {
await game.phaseInterceptor.run(EnemyCommandPhase);
await game.phaseInterceptor.run(TurnStartPhase);
game.onNextPrompt("SwitchPhase", Mode.PARTY, () => {
game.scene.unshiftPhase(new SwitchSummonPhase(game.scene, 0, 1, false, false));
game.scene.unshiftPhase(new SwitchSummonPhase(game.scene, SwitchType.SWITCH, 0, 1, false));
game.scene.ui.setMode(Mode.MESSAGE);
});
game.onNextPrompt("SwitchPhase", Mode.MESSAGE, () => {

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@ -0,0 +1,56 @@
import { SubstituteTag } from "#app/data/battler-tags";
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, it, expect } from "vitest";
describe("Moves - Shed Tail", () => {
let phaserGame: Phaser.Game;
let game: GameManager;
beforeAll(() => {
phaserGame = new Phaser.Game({
type: Phaser.HEADLESS,
});
});
afterEach(() => {
game.phaseInterceptor.restoreOg();
});
beforeEach(() => {
game = new GameManager(phaserGame);
game.override
.moveset([Moves.SHED_TAIL])
.battleType("single")
.enemySpecies(Species.SNORLAX)
.enemyAbility(Abilities.BALL_FETCH)
.enemyMoveset(Moves.SPLASH);
});
it("transfers a Substitute doll to the switched in Pokemon", async () => {
await game.classicMode.startBattle([Species.MAGIKARP, Species.FEEBAS]);
const magikarp = game.scene.getPlayerPokemon()!;
game.move.select(Moves.SHED_TAIL);
game.doSelectPartyPokemon(1);
await game.phaseInterceptor.to("TurnEndPhase", false);
const feebas = game.scene.getPlayerPokemon()!;
const substituteTag = feebas.getTag(SubstituteTag);
expect(feebas).not.toBe(magikarp);
expect(feebas.hp).toBe(feebas.getMaxHp());
// Note: Shed Tail's HP cost is currently not accurate to mainline, as it
// should cost ceil(maxHP / 2) instead of max(floor(maxHp / 2), 1). The current
// implementation is consistent with Substitute's HP cost logic, but that's not
// the case in mainline for some reason :regiDespair:.
expect(magikarp.hp).toBe(Math.ceil(magikarp.getMaxHp() / 2));
expect(substituteTag).toBeDefined();
expect(substituteTag?.hp).toBe(Math.floor(magikarp.getMaxHp() / 4));
});
});