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Update gameManager.ts
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@ -310,8 +310,8 @@ export default class GameManager {
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/**
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/**
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* Emulate a player's target selection after a move is chosen, usually called automatically by {@linkcode MoveHelper.select}.
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* Emulate a player's target selection after a move is chosen, usually called automatically by {@linkcode MoveHelper.select}.
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* Will trigger during the next {@linkcode SelectTargetPhase}
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* Will trigger during the next {@linkcode SelectTargetPhase}
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* @param {BattlerIndex} targetIndex The index of the attack target, or `undefined` for multi-target attacks
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* @param targetIndex - The {@linkcode BattlerIndex} of the attack target, or `undefined` for multi-target attacks
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* @param movePosition The index of the move in the pokemon's moveset array
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* @param movePosition - The 0-indexed position of the move in the pokemon's moveset array
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*/
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*/
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selectTarget(movePosition: number, targetIndex?: BattlerIndex) {
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selectTarget(movePosition: number, targetIndex?: BattlerIndex) {
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this.onNextPrompt(
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this.onNextPrompt(
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@ -380,8 +380,9 @@ export default class GameManager {
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/**
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/**
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* Forces the next enemy selecting a move to use the given move in its moveset against the
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* Forces the next enemy selecting a move to use the given move in its moveset against the
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* given target (if applicable).
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* given target (if applicable).
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* @param moveId {@linkcode Moves} the move the enemy will use
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* @param moveId - The {@linkcode Moves | move} the enemy will use
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* @param target {@linkcode BattlerIndex} the target on which the enemy will use the given move
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* @param target - The {@linkcode BattlerIndex} of the target against which the enemy will use the given move;
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* will use normal target selection priorities if omitted.
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*/
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*/
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async forceEnemyMove(moveId: Moves, target?: BattlerIndex) {
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async forceEnemyMove(moveId: Moves, target?: BattlerIndex) {
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// Wait for the next EnemyCommandPhase to start
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// Wait for the next EnemyCommandPhase to start
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@ -442,8 +443,8 @@ export default class GameManager {
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}
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}
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/**
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/**
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* Checks if the player has won the battle.
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* Check if the player has won the battle.
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* @returns True if the player has won, otherwise false.
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* @returns whether the player has won the battle (all opposinc Pokemon have been fainted)
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*/
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*/
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isVictory() {
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isVictory() {
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return this.scene.currentBattle.enemyParty.every(pokemon => pokemon.isFainted());
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return this.scene.currentBattle.enemyParty.every(pokemon => pokemon.isFainted());
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@ -452,7 +453,7 @@ export default class GameManager {
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/**
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/**
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* Checks if the current phase matches the target phase.
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* Checks if the current phase matches the target phase.
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* @param phaseTarget - The target phase.
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* @param phaseTarget - The target phase.
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* @returns True if the current phase matches the target phase, otherwise false.
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* @returns Whether the current phase matches the target phase
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*/
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*/
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isCurrentPhase(phaseTarget) {
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isCurrentPhase(phaseTarget) {
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const targetName = typeof phaseTarget === "string" ? phaseTarget : phaseTarget.name;
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const targetName = typeof phaseTarget === "string" ? phaseTarget : phaseTarget.name;
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@ -461,8 +462,8 @@ export default class GameManager {
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/**
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/**
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* Checks if the current mode matches the target mode.
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* Checks if the current mode matches the target mode.
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* @param mode - The target mode.
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* @param mode - The target {@linkcode Mode} to check.
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* @returns True if the current mode matches the target mode, otherwise false.
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* @returns Whether the current mode matches the target mode.
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*/
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*/
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isCurrentMode(mode: Mode) {
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isCurrentMode(mode: Mode) {
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return this.scene.ui?.getMode() === mode;
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return this.scene.ui?.getMode() === mode;
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@ -502,7 +503,7 @@ export default class GameManager {
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/**
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/**
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* Faints a player or enemy pokemon instantly by setting their HP to 0.
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* Faints a player or enemy pokemon instantly by setting their HP to 0.
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* @param pokemon The player/enemy pokemon being fainted
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* @param pokemon - The player/enemy pokemon being fainted
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* @returns A promise that resolves once the fainted pokemon's FaintPhase finishes running.
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* @returns A promise that resolves once the fainted pokemon's FaintPhase finishes running.
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*/
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*/
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async killPokemon(pokemon: PlayerPokemon | EnemyPokemon) {
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async killPokemon(pokemon: PlayerPokemon | EnemyPokemon) {
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@ -517,7 +518,7 @@ export default class GameManager {
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/**
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/**
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* Command an in-battle switch to another {@linkcode Pokemon} via the main battle menu.
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* Command an in-battle switch to another {@linkcode Pokemon} via the main battle menu.
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* @param pokemonIndex - The 0-indexed position of the party pokemon to switch to.
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* @param pokemonIndex - The 0-indexed position of the party pokemon to switch to.
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* Should never be called with 0 as that will select the currently active pokemon.
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* Should never be called with 0 as that will select the currently active pokemon and freeze.
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*/
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*/
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doSwitchPokemon(pokemonIndex: number) {
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doSwitchPokemon(pokemonIndex: number) {
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this.onNextPrompt("CommandPhase", Mode.COMMAND, () => {
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this.onNextPrompt("CommandPhase", Mode.COMMAND, () => {
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@ -530,7 +531,7 @@ export default class GameManager {
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/**
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/**
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* Revive pokemon, currently players only.
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* Revive pokemon, currently players only.
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* @param pokemonIndex the index of the pokemon in your party to revive
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* @param pokemonIndex - The 0-indexed position of the pokemon in your party to revive
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*/
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*/
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doRevivePokemon(pokemonIndex: number) {
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doRevivePokemon(pokemonIndex: number) {
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const party = this.scene.getPlayerParty();
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const party = this.scene.getPlayerParty();
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@ -540,13 +541,12 @@ export default class GameManager {
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}
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}
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/**
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/**
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* Select a pokemon from the party menu. Only really handles the basic cases
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* Select a pokemon from the party menu during the given phase.
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* of the party UI, where you just need to navigate to a party slot and press
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* Only really handles the basic case of "navigate to party slot and press Action twice" -
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* Action twice - navigating any menus that come up after you select a party member
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* any menus that come up afterwards are ignored and must be handled separately by the caller.
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* is not supported.
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* @param slot - The 0-indexed position of the pokemon in your party to switch to
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* @param slot the 0-indexed position of the pokemon in your party to switch to
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* @param inPhase - Which phase to expect the selection to occur in. Defaults to `SwitchPhase`
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* @param inPhase Which phase to expect the selection to occur in. Typically
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* (which is where the majority of non-command switch operations occur).
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* non-command switch actions happen in SwitchPhase.
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*/
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*/
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doSelectPartyPokemon(slot: number, inPhase = "SwitchPhase") {
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doSelectPartyPokemon(slot: number, inPhase = "SwitchPhase") {
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this.onNextPrompt(inPhase, Mode.PARTY, () => {
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this.onNextPrompt(inPhase, Mode.PARTY, () => {
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@ -561,7 +561,7 @@ export default class GameManager {
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/**
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/**
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* Select the BALL option from the command menu, then press Action; in the BALL
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* Select the BALL option from the command menu, then press Action; in the BALL
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* menu, select a pokéball type and press Action again to throw it.
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* menu, select a pokéball type and press Action again to throw it.
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* @param ballIndex the index of the pokeball to throw
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* @param ballIndex - The index of the pokeball to throw
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*/
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*/
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public doThrowPokeball(ballIndex: number) {
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public doThrowPokeball(ballIndex: number) {
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this.onNextPrompt("CommandPhase", Mode.COMMAND, () => {
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this.onNextPrompt("CommandPhase", Mode.COMMAND, () => {
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