[Dev] Enable Biome linting of move-effect-phase.ts (#5947)

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NightKev 2025-06-06 23:09:23 -07:00 committed by GitHub
parent a818c2b33f
commit c5db827381
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2 changed files with 4 additions and 5 deletions

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@ -42,9 +42,6 @@
// TODO: Remove if we ever get down to 0 circular imports
"organizeImports": { "enabled": false },
"linter": {
"ignore": [
"src/phases/move-effect-phase.ts" // TODO: unignore after move-effect-phase refactor
],
"enabled": true,
"rules": {
"recommended": true,

View File

@ -219,6 +219,7 @@ export class MoveEffectPhase extends PokemonPhase {
return;
}
break;
// biome-ignore lint/suspicious/noFallthroughSwitchClause: The fallthrough is intentional
case HitCheckResult.NO_EFFECT:
globalScene.queueMessage(
i18next.t(this.move.id === MoveId.SHEER_COLD ? "battle:hitResultImmune" : "battle:hitResultNoEffect", {
@ -294,7 +295,8 @@ export class MoveEffectPhase extends PokemonPhase {
// If other effects were overriden, stop this phase before they can be applied
if (overridden.value) {
return this.end();
this.end();
return;
}
// Lapse `MOVE_EFFECT` effects (i.e. semi-invulnerability) when applicable
@ -743,7 +745,7 @@ export class MoveEffectPhase extends PokemonPhase {
firstTarget?: boolean | null,
selfTarget?: boolean,
): void {
return applyFilteredMoveAttrs(
applyFilteredMoveAttrs(
(attr: MoveAttr) =>
attr instanceof MoveEffectAttr &&
attr.trigger === triggerType &&