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@ -17,9 +17,9 @@ export class TurnStartPhase extends FieldPhase {
public readonly phaseName = "TurnStartPhase"; public readonly phaseName = "TurnStartPhase";
/** /**
* Helper method to retrieve the current speed order of the combattants. * This orders the active Pokemon on the field by speed into an BattlerIndex array and returns that array.
* It also checks for Trick Room and reverses the array if it is present. * It also checks for Trick Room and reverses the array if it is present.
* @returns The {@linkcode BattlerIndex}es of all on-field Pokemon, sorted in speed order. * @returns An array of {@linkcode BattlerIndex}es containing all on-field Pokemon sorted in speed order.
*/ */
getSpeedOrder(): BattlerIndex[] { getSpeedOrder(): BattlerIndex[] {
const playerField = globalScene.getPlayerField().filter(p => p.isActive()); const playerField = globalScene.getPlayerField().filter(p => p.isActive());
@ -53,9 +53,9 @@ export class TurnStartPhase extends FieldPhase {
} }
/** /**
* This takes the result of {@linkcode getSpeedOrder} and applies priority / bypass speed attributes to it. * This takes the result of getSpeedOrder and applies priority / bypass speed attributes to it.
* This also considers the priority levels of various commands and changes the result of `getSpeedOrder` based on such. * This also considers the priority levels of various commands and changes the result of `getSpeedOrder` based on such.
* @returns The `BattlerIndex`es of all on-field Pokemon sorted in action order. * @returns An array of {@linkcode BattlerIndex}es containing all on-field Pokemon sorted in action order.
*/ */
getCommandOrder(): BattlerIndex[] { getCommandOrder(): BattlerIndex[] {
let moveOrder = this.getSpeedOrder(); let moveOrder = this.getSpeedOrder();
@ -164,7 +164,7 @@ export class TurnStartPhase extends FieldPhase {
// TODO: Remove `turnData.order` - // TODO: Remove `turnData.order` -
// it is used exclusively for Fusion Flare/Bolt // it is used exclusively for Fusion Flare/Bolt
// and uses a really jank (and incorrect) implementation // and uses a really jank implementation
if (turnCommand.command === Command.FIGHT) { if (turnCommand.command === Command.FIGHT) {
pokemon.turnData.order = index; pokemon.turnData.order = index;
} }