Start searching from front of phaseQueue instead of weather

This commit is contained in:
Dean 2024-12-27 11:35:07 -08:00
parent f81c713380
commit fadc2e526d

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@ -40,7 +40,6 @@ import { GameMode } from "#app/game-mode";
import { applyChallenges, ChallengeType } from "./challenge";
import { SwitchType } from "#enums/switch-type";
import { StatusEffect } from "enums/status-effect";
import { WeatherEffectPhase } from "#app/phases/weather-effect-phase";
export enum MoveCategory {
PHYSICAL,
@ -7670,13 +7669,13 @@ export class ForceLastAttr extends MoveEffectAttr {
override apply(user: Pokemon, target: Pokemon, _move: Move, _args: any[]): boolean {
const targetMovePhase = target.scene.findPhase<MovePhase>((phase) => phase.pokemon === target);
if (targetMovePhase && target.scene.tryRemovePhase((phase: MovePhase) => phase.pokemon === target)) {
const weatherPhase = target.scene.findPhase((phase) => phase instanceof WeatherEffectPhase)!;
let newMovePhaseIndex = target.scene.phaseQueue.indexOf(weatherPhase);
let nextMovePhase = target.scene.phaseQueue[newMovePhaseIndex - 1];
let newMovePhaseIndex = 1;
let nextMovePhase = target.scene.phaseQueue[newMovePhaseIndex];
// Search until a slower quashed move or end of turn is found
// Means that a speed tie will go in "order quashed" - need to see if this is the case (it's prob random)
while (nextMovePhase instanceof MovePhase
&& nextMovePhase.isForcedLast()
&& nextMovePhase.pokemon.getEffectiveStat(Stat.SPD) < user.getEffectiveStat(Stat.SPD)) {
newMovePhaseIndex--;
&& (!nextMovePhase.isForcedLast() || nextMovePhase.pokemon.getEffectiveStat(Stat.SPD) >= user.getEffectiveStat(Stat.SPD))) {
newMovePhaseIndex++;
nextMovePhase = target.scene.phaseQueue[newMovePhaseIndex];
}
target.scene.phaseQueue.splice(newMovePhaseIndex, 0, new MovePhase(target.scene, target, [ ...targetMovePhase.targets ], targetMovePhase.move, false, false, true));