pokerogue/src/phases/next-encounter-phase.ts
Sirz Benjie 1fc42b3231
[Misc] Add phase#is method to help reduce circular imports (#5868)
* Move phase types out of phase interceptor

* Create isXPhase method and add properties to each phase

* Replace instanceof phase with isXPhase

* Fix missing union types for phaseName

* Update doc comment in phase.ts

* Fix incomplete comment in encounter-phase

* Make phaseName as public and fix more uses

* Move phaseName property declaration before constructor in move anim phase

Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>

* Rename isXPhase to is

---------

Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
2025-06-06 21:08:23 +00:00

86 lines
2.8 KiB
TypeScript

import { globalScene } from "#app/global-scene";
import { EncounterPhase } from "./encounter-phase";
/**
* The phase between defeating an encounter and starting another wild wave.
* Handles generating, loading and preparing for it.
*/
export class NextEncounterPhase extends EncounterPhase {
public readonly phaseName: "NextEncounterPhase" | "NewBiomeEncounterPhase" = "NextEncounterPhase";
start() {
super.start();
}
doEncounter(): void {
globalScene.playBgm(undefined, true);
// Reset all player transient wave data/intel before starting a new wild encounter.
// We exclusively reset wave data here as wild waves are considered one continuous "battle"
// for lack of an arena transition.
for (const pokemon of globalScene.getPlayerParty()) {
if (pokemon) {
pokemon.resetWaveData();
}
}
globalScene.arenaNextEnemy.setBiome(globalScene.arena.biomeType);
globalScene.arenaNextEnemy.setVisible(true);
const enemyField = globalScene.getEnemyField();
const moveTargets: any[] = [
globalScene.arenaEnemy,
globalScene.arenaNextEnemy,
globalScene.currentBattle.trainer,
enemyField,
globalScene.lastEnemyTrainer,
];
const lastEncounterVisuals = globalScene.lastMysteryEncounter?.introVisuals;
if (lastEncounterVisuals) {
moveTargets.push(lastEncounterVisuals);
}
const nextEncounterVisuals = globalScene.currentBattle.mysteryEncounter?.introVisuals;
if (nextEncounterVisuals) {
const enterFromRight = nextEncounterVisuals.enterFromRight;
if (enterFromRight) {
nextEncounterVisuals.x += 500;
globalScene.tweens.add({
targets: nextEncounterVisuals,
x: "-=200",
duration: 2000,
});
} else {
moveTargets.push(nextEncounterVisuals);
}
}
globalScene.tweens.add({
targets: moveTargets.flat(),
x: "+=300",
duration: 2000,
onComplete: () => {
globalScene.arenaEnemy.setBiome(globalScene.arena.biomeType);
globalScene.arenaEnemy.setX(globalScene.arenaNextEnemy.x);
globalScene.arenaEnemy.setAlpha(1);
globalScene.arenaNextEnemy.setX(globalScene.arenaNextEnemy.x - 300);
globalScene.arenaNextEnemy.setVisible(false);
if (globalScene.lastEnemyTrainer) {
globalScene.lastEnemyTrainer.destroy();
}
if (lastEncounterVisuals) {
globalScene.field.remove(lastEncounterVisuals, true);
globalScene.lastMysteryEncounter!.introVisuals = undefined;
}
if (!this.tryOverrideForBattleSpec()) {
this.doEncounterCommon();
}
},
});
}
/**
* Do nothing (since this is simply the next wave in the same biome).
*/
trySetWeatherIfNewBiome(): void {}
}