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@ -25,6 +25,11 @@ export class TurnStartPhase extends FieldPhase {
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super(scene);
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super(scene);
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}
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}
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/**
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* This orders the active Pokemon on the field by speed into an BattlerIndex array and returns that array.
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* It also checks for Trick Room and reverses the array if it is present.
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* @return {@linkcode BattlerIndex[]}
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*/
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getSpeedOrder(): BattlerIndex[] {
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getSpeedOrder(): BattlerIndex[] {
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const playerField = this.scene.getPlayerField().filter(p => p.isActive()) as Pokemon[];
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const playerField = this.scene.getPlayerField().filter(p => p.isActive()) as Pokemon[];
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const enemyField = this.scene.getEnemyField().filter(p => p.isActive()) as Pokemon[];
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const enemyField = this.scene.getEnemyField().filter(p => p.isActive()) as Pokemon[];
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@ -55,6 +60,11 @@ export class TurnStartPhase extends FieldPhase {
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return orderedTargets.map(t => t.getFieldIndex() + (!t.isPlayer() ? BattlerIndex.ENEMY : BattlerIndex.PLAYER));
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return orderedTargets.map(t => t.getFieldIndex() + (!t.isPlayer() ? BattlerIndex.ENEMY : BattlerIndex.PLAYER));
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}
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}
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/**
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* This takes the result of getSpeedOrder and applies priority / bypass speed attributes to it.
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* This also considers the priority levels of various commands and changes the result of getSpeedOrder based on such.
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* @return {@linkcode BattlerIndex[]} this determines the timeline of the current turn
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*/
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getCommandOrder(): BattlerIndex[] {
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getCommandOrder(): BattlerIndex[] {
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let moveOrder = this.getSpeedOrder();
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let moveOrder = this.getSpeedOrder();
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// The creation of the battlerBypassSpeed object contains checks for the ability Quick Draw and the held item Quick Claw
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// The creation of the battlerBypassSpeed object contains checks for the ability Quick Draw and the held item Quick Claw
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