pokerogue/src/phases/post-turn-status-effect-phase.ts
Sirz Benjie 1029afcdbf
[Refactor] Remove circular dependencies (part 4) (#5964)
* Add abilityAttr.is methods

* [WIP] move modifier stuff around

* Untangle circular deps from modifiers

* Move unlockables to own file

* Untangle all circular deps outside of MEs

* Move constants in MEs to their own files

* Re-add missing import to battle.ts

* Add necessary overload for getTag

* Add missing type import in weather.ts

* Init modifier types and pools in loading-scene

* Remove stray commented code

* Apply kev's suggestions from code review

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

---------

Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
2025-06-11 19:42:04 -07:00

68 lines
2.8 KiB
TypeScript

import { globalScene } from "#app/global-scene";
import type { BattlerIndex } from "#enums/battler-index";
import { applyAbAttrs, applyPostDamageAbAttrs } from "#app/data/abilities/apply-ab-attrs";
import { CommonBattleAnim } from "#app/data/battle-anims";
import { CommonAnim } from "#enums/move-anims-common";
import { getStatusEffectActivationText } from "#app/data/status-effect";
import { BattleSpec } from "#app/enums/battle-spec";
import { StatusEffect } from "#app/enums/status-effect";
import { getPokemonNameWithAffix } from "#app/messages";
import { BooleanHolder, NumberHolder } from "#app/utils/common";
import { PokemonPhase } from "./pokemon-phase";
export class PostTurnStatusEffectPhase extends PokemonPhase {
public readonly phaseName = "PostTurnStatusEffectPhase";
// biome-ignore lint/complexity/noUselessConstructor: Not unnecessary as it makes battlerIndex required
constructor(battlerIndex: BattlerIndex) {
super(battlerIndex);
}
start() {
const pokemon = this.getPokemon();
if (pokemon?.isActive(true) && pokemon.status && pokemon.status.isPostTurn() && !pokemon.switchOutStatus) {
pokemon.status.incrementTurn();
const cancelled = new BooleanHolder(false);
applyAbAttrs("BlockNonDirectDamageAbAttr", pokemon, cancelled);
applyAbAttrs("BlockStatusDamageAbAttr", pokemon, cancelled);
if (!cancelled.value) {
globalScene.phaseManager.queueMessage(
getStatusEffectActivationText(pokemon.status.effect, getPokemonNameWithAffix(pokemon)),
);
const damage = new NumberHolder(0);
switch (pokemon.status.effect) {
case StatusEffect.POISON:
damage.value = Math.max(pokemon.getMaxHp() >> 3, 1);
break;
case StatusEffect.TOXIC:
damage.value = Math.max(Math.floor((pokemon.getMaxHp() / 16) * pokemon.status.toxicTurnCount), 1);
break;
case StatusEffect.BURN:
damage.value = Math.max(pokemon.getMaxHp() >> 4, 1);
applyAbAttrs("ReduceBurnDamageAbAttr", pokemon, null, false, damage);
break;
}
if (damage.value) {
// Set preventEndure flag to avoid pokemon surviving thanks to focus band, sturdy, endure ...
globalScene.damageNumberHandler.add(this.getPokemon(), pokemon.damage(damage.value, false, true));
pokemon.updateInfo();
applyPostDamageAbAttrs("PostDamageAbAttr", pokemon, damage.value, pokemon.hasPassive(), false, []);
}
new CommonBattleAnim(CommonAnim.POISON + (pokemon.status.effect - 1), pokemon).play(false, () => this.end());
} else {
this.end();
}
} else {
this.end();
}
}
override end() {
if (globalScene.currentBattle.battleSpec === BattleSpec.FINAL_BOSS) {
globalScene.initFinalBossPhaseTwo(this.getPokemon());
} else {
super.end();
}
}
}