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* Adds simulated tag support to all abilities
* Fix compiler errors in ability.ts
Most things are still on fire 😢
* Fix errors left over after merge
* Another pass through simulated ability call logic
* Fix leftover errors from merge resolution
* Another gh pages issue :pikamad:
* Simulated call fixes based on Kev's feedback
* RIP phases.ts
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Co-authored-by: Xavion3 <xavion333@gmail.com>
87 lines
3.4 KiB
TypeScript
87 lines
3.4 KiB
TypeScript
import BattleScene from "#app/battle-scene.js";
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import { BattlerIndex } from "#app/battle.js";
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import { applyCheckTrappedAbAttrs, CheckTrappedAbAttr } from "#app/data/ability.js";
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import { TrappedTag } from "#app/data/battler-tags.js";
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import { Command } from "#app/ui/command-ui-handler.js";
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import * as Utils from "#app/utils.js";
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import { FieldPhase } from "./field-phase";
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/**
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* Phase for determining an enemy AI's action for the next turn.
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* During this phase, the enemy decides whether to switch (if it has a trainer)
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* or to use a move from its moveset.
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*
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* For more information on how the Enemy AI works, see docs/enemy-ai.md
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* @see {@linkcode Pokemon.getMatchupScore}
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* @see {@linkcode EnemyPokemon.getNextMove}
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*/
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export class EnemyCommandPhase extends FieldPhase {
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protected fieldIndex: integer;
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constructor(scene: BattleScene, fieldIndex: integer) {
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super(scene);
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this.fieldIndex = fieldIndex;
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}
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start() {
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super.start();
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const enemyPokemon = this.scene.getEnemyField()[this.fieldIndex];
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const battle = this.scene.currentBattle;
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const trainer = battle.trainer;
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/**
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* If the enemy has a trainer, decide whether or not the enemy should switch
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* to another member in its party.
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*
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* This block compares the active enemy Pokemon's {@linkcode Pokemon.getMatchupScore | matchup score}
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* against the active player Pokemon with the enemy party's other non-fainted Pokemon. If a party
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* member's matchup score is 3x the active enemy's score (or 2x for "boss" trainers),
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* the enemy will switch to that Pokemon.
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*/
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if (trainer && !enemyPokemon.getMoveQueue().length) {
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const opponents = enemyPokemon.getOpponents();
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const trapTag = enemyPokemon.findTag(t => t instanceof TrappedTag) as TrappedTag;
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const trapped = new Utils.BooleanHolder(false);
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opponents.forEach(playerPokemon => applyCheckTrappedAbAttrs(CheckTrappedAbAttr, playerPokemon, trapped, enemyPokemon, [], true));
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if (!trapTag && !trapped.value) {
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const partyMemberScores = trainer.getPartyMemberMatchupScores(enemyPokemon.trainerSlot, true);
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if (partyMemberScores.length) {
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const matchupScores = opponents.map(opp => enemyPokemon.getMatchupScore(opp));
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const matchupScore = matchupScores.reduce((total, score) => total += score, 0) / matchupScores.length;
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const sortedPartyMemberScores = trainer.getSortedPartyMemberMatchupScores(partyMemberScores);
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const switchMultiplier = 1 - (battle.enemySwitchCounter ? Math.pow(0.1, (1 / battle.enemySwitchCounter)) : 0);
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if (sortedPartyMemberScores[0][1] * switchMultiplier >= matchupScore * (trainer.config.isBoss ? 2 : 3)) {
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const index = trainer.getNextSummonIndex(enemyPokemon.trainerSlot, partyMemberScores);
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battle.turnCommands[this.fieldIndex + BattlerIndex.ENEMY] =
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{ command: Command.POKEMON, cursor: index, args: [false] };
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battle.enemySwitchCounter++;
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return this.end();
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}
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}
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}
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}
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/** Select a move to use (and a target to use it against, if applicable) */
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const nextMove = enemyPokemon.getNextMove();
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this.scene.currentBattle.turnCommands[this.fieldIndex + BattlerIndex.ENEMY] =
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{ command: Command.FIGHT, move: nextMove };
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this.scene.currentBattle.enemySwitchCounter = Math.max(this.scene.currentBattle.enemySwitchCounter - 1, 0);
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this.end();
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}
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}
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