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Fixed up documentation for speed order functions
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@ -20,16 +20,16 @@ export class TurnStartPhase extends FieldPhase {
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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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* @returns {@linkcode BattlerIndex[]} the battle indices of all pokemon on the field ordered by speed
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* @returns An array of {@linkcode BattlerIndex}es containing all on-field Pokemon sorted in speed order.
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*/
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getSpeedOrder(): BattlerIndex[] {
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const playerField = globalScene.getPlayerField().filter(p => p.isActive()) as Pokemon[];
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const enemyField = globalScene.getEnemyField().filter(p => p.isActive()) as Pokemon[];
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const playerField = globalScene.getPlayerField().filter(p => p.isActive());
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const enemyField = globalScene.getEnemyField().filter(p => p.isActive());
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// We shuffle the list before sorting so speed ties produce random results
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let orderedTargets: Pokemon[] = playerField.concat(enemyField);
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// We seed it with the current turn to prevent an inconsistency where it
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// was varying based on how long since you last reloaded
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// Shuffle the list before sorting so speed ties produce random results
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// This is seeded with the current turn to prevent turn order varying
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// based on how long since you last reloaded.
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let orderedTargets = (playerField as Pokemon[]).concat(enemyField);
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globalScene.executeWithSeedOffset(
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() => {
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orderedTargets = randSeedShuffle(orderedTargets);
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@ -38,25 +38,25 @@ export class TurnStartPhase extends FieldPhase {
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globalScene.waveSeed,
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);
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// Next, a check for Trick Room is applied to determine sort order.
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// Check for Trick Room and reverse sort order if active.
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// Notably, Pokerogue does NOT have the "outspeed trick room" glitch at >1809 spd.
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const speedReversed = new BooleanHolder(false);
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globalScene.arena.applyTags(TrickRoomTag, false, speedReversed);
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// Adjust the sort function based on whether Trick Room is active.
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orderedTargets.sort((a: Pokemon, b: Pokemon) => {
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const aSpeed = a?.getEffectiveStat(Stat.SPD) ?? 0;
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const bSpeed = b?.getEffectiveStat(Stat.SPD) ?? 0;
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const aSpeed = a.getEffectiveStat(Stat.SPD);
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const bSpeed = b.getEffectiveStat(Stat.SPD);
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return speedReversed.value ? aSpeed - bSpeed : bSpeed - aSpeed;
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});
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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.isEnemy() ? BattlerIndex.ENEMY : BattlerIndex.PLAYER));
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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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* @returns {@linkcode BattlerIndex[]} the final sequence of commands for this turn
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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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* @returns An array of {@linkcode BattlerIndex}es containing all on-field Pokemon sorted in action order.
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*/
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getCommandOrder(): BattlerIndex[] {
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let moveOrder = this.getSpeedOrder();
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@ -113,7 +113,8 @@ export class TurnStartPhase extends FieldPhase {
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}
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}
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// If there is no difference between the move's calculated priorities, the game checks for differences in battlerBypassSpeed and returns the result.
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// If there is no difference between the move's calculated priorities,
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// check for differences in battlerBypassSpeed and returns the result.
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if (battlerBypassSpeed[a].value !== battlerBypassSpeed[b].value) {
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return battlerBypassSpeed[a].value ? -1 : 1;
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}
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