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Merge branch 'battleDialogue' into main
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commit
c60ed73697
@ -1498,24 +1498,41 @@ export default class BattleScene extends SceneBase {
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getStandbyPhase(): Phase {
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getStandbyPhase(): Phase {
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return this.standbyPhase;
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return this.standbyPhase;
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}
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}
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/**
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* PhaseQueuePrepend: is a temp storage of what will be added to PhaseQueue
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* PhaseQueue: dequeue/remove the first element to get the next phase
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* queues are moved around during shiftPhase() below
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*/
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// adds a phase to "nextCommandPhaseQueue", as long as boolean passed in is false
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pushPhase(phase: Phase, defer: boolean = false): void {
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pushPhase(phase: Phase, defer: boolean = false): void {
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(!defer ? this.phaseQueue : this.nextCommandPhaseQueue).push(phase);
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(!defer ? this.phaseQueue : this.nextCommandPhaseQueue).push(phase);
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}
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}
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// adds phase to the end, or at some specified index
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unshiftPhase(phase: Phase): void {
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unshiftPhase(phase: Phase): void {
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if (this.phaseQueuePrependSpliceIndex === -1)
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if (this.phaseQueuePrependSpliceIndex === -1)
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// .push() adds to end of array
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this.phaseQueuePrepend.push(phase);
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this.phaseQueuePrepend.push(phase);
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else
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else
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// .splice(index, num elements to remove, what to add)
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// modifies array by inserting at index, removing num of elements after index
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this.phaseQueuePrepend.splice(this.phaseQueuePrependSpliceIndex, 0, phase);
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this.phaseQueuePrepend.splice(this.phaseQueuePrependSpliceIndex, 0, phase);
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// debug: printing out phase queue
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/**
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//this.phaseQueuePrepend.forEach(p => console.log(p.constructor.name));
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* debugging queues via printing, may be helpful in the future
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console.log(`State of the phaseQueuePrepend (will be moved over to phaseQeueu)`)
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this.phaseQueuePrepend.forEach(p => console.log(p.constructor.name));
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console.log(`State of the phaseQueue, what is going to be called next `)
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this.phaseQueue.forEach(p => console.log(p.constructor.name));
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*/
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}
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}
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clearPhaseQueue(): void {
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clearPhaseQueue(): void {
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this.phaseQueue.splice(0, this.phaseQueue.length);
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this.phaseQueue.splice(0, this.phaseQueue.length);
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}
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}
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// combo with unshiftPhase(), want to start inserting at current length instead of the "end", useful if phaseQueuePrepend gets longer with Phases
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setPhaseQueueSplice(): void {
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setPhaseQueueSplice(): void {
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this.phaseQueuePrependSpliceIndex = this.phaseQueuePrepend.length;
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this.phaseQueuePrependSpliceIndex = this.phaseQueuePrepend.length;
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}
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}
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@ -1524,6 +1541,10 @@ export default class BattleScene extends SceneBase {
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this.phaseQueuePrependSpliceIndex = -1;
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this.phaseQueuePrependSpliceIndex = -1;
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}
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}
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/**
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* is called by each Phase implementations "end()" by default
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* dumps everything from phaseQueuePrepend to the start of of phaseQueue, then starts the first one
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*/
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shiftPhase(): void {
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shiftPhase(): void {
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if (this.standbyPhase) {
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if (this.standbyPhase) {
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this.currentPhase = this.standbyPhase;
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this.currentPhase = this.standbyPhase;
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@ -1531,14 +1552,28 @@ export default class BattleScene extends SceneBase {
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return;
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return;
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}
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}
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// shifting phase (with no standby phase) will move everything from prepend to actual PhaseQueue?
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// resets the index, if it was changed via setPhaseQueueSplice()
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if (this.phaseQueuePrependSpliceIndex > -1)
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if (this.phaseQueuePrependSpliceIndex > -1)
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this.clearPhaseQueueSplice();
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this.clearPhaseQueueSplice();
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if (this.phaseQueuePrepend.length) {
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if (this.phaseQueuePrepend.length) {
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while (this.phaseQueuePrepend.length)
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while (this.phaseQueuePrepend.length)
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// appends phaseQueuePrepend to phaseQueue
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// eg: phaseQueue = [4,5,6], phaseQUeuePrepend = [1,2,3]
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// -> [1,2,3,4,5,6]
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this.phaseQueue.unshift(this.phaseQueuePrepend.pop());
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this.phaseQueue.unshift(this.phaseQueuePrepend.pop());
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}
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}
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// then starts from PhaseQueue, .shift() removes first elm of array
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// populatePhaseQueue() adds a turnInit Phase at the end of phaseQueue (if the queue is emtpy)
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if (!this.phaseQueue.length)
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if (!this.phaseQueue.length)
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this.populatePhaseQueue();
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this.populatePhaseQueue();
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/** debugging
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*
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console.log(`SHIFT PHASE: State of the phaseQueue, what is going to be called next`)
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this.phaseQueue.forEach(p => console.log(p.constructor.name));
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*/
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this.currentPhase = this.phaseQueue.shift();
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this.currentPhase = this.phaseQueue.shift();
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this.currentPhase.start();
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this.currentPhase.start();
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}
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}
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@ -1589,11 +1624,14 @@ export default class BattleScene extends SceneBase {
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queueMessage(message: string, callbackDelay?: integer, prompt?: boolean, promptDelay?: integer, defer?: boolean) {
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queueMessage(message: string, callbackDelay?: integer, prompt?: boolean, promptDelay?: integer, defer?: boolean) {
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const phase = new MessagePhase(this, message, callbackDelay, prompt, promptDelay);
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const phase = new MessagePhase(this, message, callbackDelay, prompt, promptDelay);
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if (!defer)
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if (!defer)
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// adds to the end of PhaseQueuePrepend
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this.unshiftPhase(phase);
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this.unshiftPhase(phase);
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else
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else
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//remember that pushPhase adds it to nextCommandPhaseQueue
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this.pushPhase(phase);
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this.pushPhase(phase);
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}
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}
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// moves everyhting from nextCommandPhaseQueue
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populatePhaseQueue(): void {
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populatePhaseQueue(): void {
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if (this.nextCommandPhaseQueue.length) {
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if (this.nextCommandPhaseQueue.length) {
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this.phaseQueue.push(...this.nextCommandPhaseQueue);
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this.phaseQueue.push(...this.nextCommandPhaseQueue);
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@ -1645,28 +1645,35 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
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if (source.isPlayer() && !this.isPlayer())
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if (source.isPlayer() && !this.isPlayer())
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this.scene.applyModifiers(DamageMoneyRewardModifier, true, source, damage)
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this.scene.applyModifiers(DamageMoneyRewardModifier, true, source, damage)
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// case when multi hit move killed early, then queue how many hits were made before
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// eg: bullet seed 1 shots, double-slap 1 shots,
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// note that simply looking at this.turnData.attacksReceived doesn't work for double battles
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if (this.isFainted() && source.turnData.hitsLeft > 1){
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console.log(`${this.name} fainted: they received this many hits: ${this.turnData.attacksReceived.length}`);
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// off by one from decrement, test more
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const hitsTotal = source.turnData.hitCount - Math.max(source.turnData.hitsLeft, 0) + 1;
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this.scene.queueMessage(i18next.t('battle:attackHitsCount', { count: hitsTotal}));
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}
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// not sure what this set function is accomplishing, perhaps for the faint phase? it messes up with the queueMessage()
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this.scene.setPhaseQueueSplice();
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// finally checks and adds Fainted scene
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// finally checks and adds Fainted scene
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if (this.isFainted()) {
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if (this.isFainted()) {
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/**
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* when adding the FaintPhase, want to toggle future unshiftPhase() and queueMessage() calls
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* to appear before the FaintPhase (as FaintPhase will potentially end the encounter and add Phases such as
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* GameOverPhase, VictoryPhase, etc.. that will interfere with anything else that happens during this MoveEffectPhase)
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*
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* once the MoveEffectPhase is over (and calls it's .end() function, shiftPhase() will reset the PhaseQueueSplice via clearPhaseQueueSplice() )
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*/
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this.scene.setPhaseQueueSplice();
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this.scene.unshiftPhase(new FaintPhase(this.scene, this.getBattlerIndex(), oneHitKo));
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this.scene.unshiftPhase(new FaintPhase(this.scene, this.getBattlerIndex(), oneHitKo));
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this.resetSummonData();
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this.resetSummonData();
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}
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}
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}
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}
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if (damage)
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/**
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* since damage is an object, I don't see how this would ever by false?
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* i think the motivation was to have this here to counter setPhaseQueueSplice()
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* not sure the original motivation
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*
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* It would be bad to run both the top if block and the one below commented out without changing the later's condition
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*/
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/*
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if (damage){
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this.scene.clearPhaseQueueSplice();
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this.scene.clearPhaseQueueSplice();
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}
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*/
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}
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}
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break;
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break;
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case MoveCategory.STATUS:
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case MoveCategory.STATUS:
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@ -47,12 +47,13 @@ export const POKEBALL_OVERRIDE: { active: boolean, pokeballs: PokeballCounts } =
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// forms can be found in pokemon-species.ts
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// forms can be found in pokemon-species.ts
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export const STARTER_FORM_OVERRIDE: integer = 0;
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export const STARTER_FORM_OVERRIDE: integer = 0;
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// default 5 or 20 for Daily
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// default 5 or 20 for Daily
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export const STARTING_LEVEL_OVERRIDE: integer = 0;
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export const STARTING_LEVEL_OVERRIDE: integer = 10;
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export const ABILITY_OVERRIDE: Abilities = Abilities.NONE;
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export const ABILITY_OVERRIDE: Abilities = Abilities.NONE;
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export const PASSIVE_ABILITY_OVERRIDE: Abilities = Abilities.NONE;
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export const PASSIVE_ABILITY_OVERRIDE: Abilities = Abilities.NONE;
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export const MOVESET_OVERRIDE: Array<Moves> = [];
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export const SHINY_OVERRIDE: boolean = false;
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export const SHINY_OVERRIDE: boolean = false;
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export const VARIANT_OVERRIDE: Variant = 0;
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export const VARIANT_OVERRIDE: Variant = 0;
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// eg: Moves.TACKLE
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export const MOVESET_OVERRIDE: Array<Moves> = []
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/**
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/**
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* OPPONENT / ENEMY OVERRIDES
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* OPPONENT / ENEMY OVERRIDES
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@ -60,7 +61,7 @@ export const VARIANT_OVERRIDE: Variant = 0;
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export const OPP_ABILITY_OVERRIDE: Abilities = Abilities.NONE;
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export const OPP_ABILITY_OVERRIDE: Abilities = Abilities.NONE;
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export const OPP_PASSIVE_ABILITY_OVERRIDE = Abilities.NONE;
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export const OPP_PASSIVE_ABILITY_OVERRIDE = Abilities.NONE;
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export const OPP_MOVESET_OVERRIDE: Array<Moves> = [];
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export const OPP_MOVESET_OVERRIDE: Array<Moves> = []
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export const OPP_SHINY_OVERRIDE: boolean = false;
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export const OPP_SHINY_OVERRIDE: boolean = false;
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export const OPP_VARIANT_OVERRIDE: Variant = 0;
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export const OPP_VARIANT_OVERRIDE: Variant = 0;
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@ -70,8 +71,8 @@ export const OPP_VARIANT_OVERRIDE: Variant = 0;
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* default is 0 to not override
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* default is 0 to not override
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* @example SPECIES_OVERRIDE = Species.Bulbasaur;
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* @example SPECIES_OVERRIDE = Species.Bulbasaur;
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*/
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*/
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export const STARTER_SPECIES_OVERRIDE: Species | integer = 0;
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export const STARTER_SPECIES_OVERRIDE: Species | integer = 0
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export const OPP_SPECIES_OVERRIDE: Species | integer = 0;
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export const OPP_SPECIES_OVERRIDE: Species | integer = 0
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/**
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/**
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* MODIFIER / ITEM OVERRIDES
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* MODIFIER / ITEM OVERRIDES
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@ -2032,6 +2032,11 @@ export class TurnStartPhase extends FieldPhase {
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this.scene.pushPhase(new TurnEndPhase(this.scene));
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this.scene.pushPhase(new TurnEndPhase(this.scene));
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/**
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* this.end() will call shiftPhase(), which dumps everything from PrependQueue (aka everything that is unshifted()) to the front
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* of the queue and dequeues to start the next phase
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* this is important since stuff like SwitchSummon, AttemptRun, AttemptCapture Phases break the "flow" and should take precedence
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*/
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this.end();
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this.end();
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}
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}
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}
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}
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@ -2251,6 +2256,7 @@ export class MovePhase extends BattlePhase {
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return false;
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return false;
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});
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});
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// Readability?: this function declaration honestly gets in the way of readability of what start() is doing , move either to beginning or end
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const doMove = () => {
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const doMove = () => {
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this.pokemon.turnData.acted = true; // Record that the move was attempted, even if it fails
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this.pokemon.turnData.acted = true; // Record that the move was attempted, even if it fails
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@ -2531,7 +2537,7 @@ export class MoveEffectPhase extends PokemonPhase {
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const user = this.getUserPokemon();
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const user = this.getUserPokemon();
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if (user) {
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if (user) {
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if (--user.turnData.hitsLeft >= 1 && this.getTarget()?.isActive())
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if (--user.turnData.hitsLeft >= 1 && this.getTarget()?.isActive())
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this.scene.unshiftPhase(this.getNewHitPhase());
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this.scene.unshiftPhase(this.getNewHitPhase()); // adds another MoveAffectPhase
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else {
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else {
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// queue message for number of hits made by multi-move
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// queue message for number of hits made by multi-move
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// BUG: when fainting occurs, the resulting message isn't rendered - has to do with FaintPhase
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// BUG: when fainting occurs, the resulting message isn't rendered - has to do with FaintPhase
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