pokerogue/src/phases/post-summon-phase.ts
Dean ff9aefb0e5
[Bug] Activate PostSummon Abilities in Speed and Priority Order
https://github.com/pagefaultgames/pokerogue/pull/5513

* Add prependToPhaseWithCondition and use it in SummonPhase to determine speed order

* Move logic to PostSummonPhase

* Add test base

* Pivot to using sort strategy instead

* Add and update tests

* Support priority ability activations

* Ensure priority abilities are still activated on switch in

* Add test for priority

* Update to use priority numbers instead of a boolean

* Add ability priorities to constructors

* Move sorting to BattleScene

* Rename phase file

* Update import

* Move application to applyPostSummonAbAttrs and stop assuming no other phases in queue

* Ensure all PostSummonPhases from encounters are added at the same time

* Switch to priority queue approach

* Ensure that zero/negative priority activations happen after postsummonphase

* Revert 07646fe (not needed due to stable sort)

* Always create separate ability phases for passive and use boolean instead of priority number when applying

* Add test for dynamic updates

* Add BattlerIndex import

* Clear queues for testing

* Benjie suggestion

* Split files

* Update import in battlescene

* Remove extra spaces added by VSCode

* Fix other conflicts

* Update PhaseManager

* Update to use PhaseManager

* Immediately start postsummons

* Fix test

* Fix BattlerIndex import

* Remove unused imports

* Fix postsummon application

* Make priority readonly
2025-06-11 22:28:27 -07:00

41 lines
1.3 KiB
TypeScript

import { globalScene } from "#app/global-scene";
import { ArenaTrapTag } from "#app/data/arena-tag";
import { StatusEffect } from "#app/enums/status-effect";
import { PokemonPhase } from "./pokemon-phase";
import { MysteryEncounterPostSummonTag } from "#app/data/battler-tags";
import { BattlerTagType } from "#enums/battler-tag-type";
import { applyAbAttrs } from "#app/data/abilities/apply-ab-attrs";
export class PostSummonPhase extends PokemonPhase {
public readonly phaseName = "PostSummonPhase";
start() {
super.start();
const pokemon = this.getPokemon();
if (pokemon.status?.effect === StatusEffect.TOXIC) {
pokemon.status.toxicTurnCount = 0;
}
globalScene.arena.applyTags(ArenaTrapTag, false, pokemon);
// If this is mystery encounter and has post summon phase tag, apply post summon effects
if (
globalScene.currentBattle.isBattleMysteryEncounter() &&
pokemon.findTags(t => t instanceof MysteryEncounterPostSummonTag).length > 0
) {
pokemon.lapseTag(BattlerTagType.MYSTERY_ENCOUNTER_POST_SUMMON);
}
const field = pokemon.isPlayer() ? globalScene.getPlayerField() : globalScene.getEnemyField();
for (const p of field) {
applyAbAttrs("CommanderAbAttr", p, null, false);
}
this.end();
}
public getPriority() {
return 0;
}
}