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[Dev] Enable Biome linting of move-effect-phase.ts
(#5947)
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@ -42,9 +42,6 @@
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// TODO: Remove if we ever get down to 0 circular imports
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"organizeImports": { "enabled": false },
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"linter": {
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"ignore": [
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"src/phases/move-effect-phase.ts" // TODO: unignore after move-effect-phase refactor
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],
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"enabled": true,
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"rules": {
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"recommended": true,
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@ -219,6 +219,7 @@ export class MoveEffectPhase extends PokemonPhase {
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return;
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}
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break;
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// biome-ignore lint/suspicious/noFallthroughSwitchClause: The fallthrough is intentional
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case HitCheckResult.NO_EFFECT:
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globalScene.queueMessage(
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i18next.t(this.move.id === MoveId.SHEER_COLD ? "battle:hitResultImmune" : "battle:hitResultNoEffect", {
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@ -294,7 +295,8 @@ export class MoveEffectPhase extends PokemonPhase {
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// If other effects were overriden, stop this phase before they can be applied
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if (overridden.value) {
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return this.end();
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this.end();
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return;
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}
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// Lapse `MOVE_EFFECT` effects (i.e. semi-invulnerability) when applicable
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@ -743,7 +745,7 @@ export class MoveEffectPhase extends PokemonPhase {
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firstTarget?: boolean | null,
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selfTarget?: boolean,
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): void {
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return applyFilteredMoveAttrs(
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applyFilteredMoveAttrs(
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(attr: MoveAttr) =>
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attr instanceof MoveEffectAttr &&
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attr.trigger === triggerType &&
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