pokerogue/src/phases/reset-status-phase.ts
Dean 31835e6d53
[Bug] Fix #4972 Status-Prevention Abilities do not Cure Status (#5406)
* Add PostSummonHealAbAttr and give it to appropriate abilities

* Add attr to insomnia

* Remove attr from leaf guard (it does not activate on gain with sun up)

* Add tests and remove attr from shields down

* Add PostSummonRemoveBattlerTag and give it to oblivious and own tempo

* Add tests for oblivious and own tempo

* Fix oblivious test sometimes failing

* Remove Comatose changes as it doesn't reapply

* Remove unused tagRemoved field

* Fix tests checking status instead of tag

* Fix attr comments

* Add PostSetStatusHealStatusAbAttr

* Add ResetStatusPhase

* Modify pokemon.resetStatus to use ResetStatusPhase

* Move post status effects to ObtainStatusEffectPhase

* Ensure status overriding (ie rest) works properly

* Add PostApplyBattlerTagRemoveTagAbAttr for own tempo and oblivious

* Guard removeTag call in PostApplyBattlerTagRemoveTagAbAttr

* Commenting

* Handle Mold Breaker case in MoveEndPhase

* Remove PostSummonHealStatusAbAttr from purifying salt

* Fix not passing overrideStatus to canSetStatus

* Apply suggestions from code review

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

* Add isNullOrUndefined import

* Add canApply to new attrs

* Add followup argument back

* Remove guard around new MoveEndPhase

---------

Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
2025-04-07 16:32:10 -07:00

45 lines
1.4 KiB
TypeScript

import type Pokemon from "#app/field/pokemon";
import { BattlePhase } from "#app/phases/battle-phase";
import { BattlerTagType } from "#enums/battler-tag-type";
import { StatusEffect } from "#enums/status-effect";
/**
* Phase which handles resetting a Pokemon's status to none
*
* This is necessary to perform in a phase primarly to ensure that the status icon disappears at the correct time in the battle
*/
export class ResetStatusPhase extends BattlePhase {
private readonly pokemon: Pokemon;
private readonly affectConfusion: boolean;
private readonly reloadAssets: boolean;
constructor(pokemon: Pokemon, affectConfusion: boolean, reloadAssets: boolean) {
super();
this.pokemon = pokemon;
this.affectConfusion = affectConfusion;
this.reloadAssets = reloadAssets;
}
public override start() {
const lastStatus = this.pokemon.status?.effect;
this.pokemon.status = null;
if (lastStatus === StatusEffect.SLEEP) {
this.pokemon.setFrameRate(10);
if (this.pokemon.getTag(BattlerTagType.NIGHTMARE)) {
this.pokemon.lapseTag(BattlerTagType.NIGHTMARE);
}
}
if (this.affectConfusion) {
if (this.pokemon.getTag(BattlerTagType.CONFUSED)) {
this.pokemon.lapseTag(BattlerTagType.CONFUSED);
}
}
if (this.reloadAssets) {
this.pokemon.loadAssets(false).then(() => this.pokemon.playAnim());
}
this.pokemon.updateInfo(true);
this.end();
}
}