pokerogue/src/phases/battle-end-phase.ts
Bertie690 6d90649b92
[Refactor/Bug/Ability] Reworked BattleData, fixed Rage Fist, Harvest, Belch + Implemented Cud Chew (#5655)
* Grabbed reverted changes from stuff

* Added version migrator for rage fist data + deepMergeSpriteData tests

* fixed formattign

* Fied a few

* Fixed constructor (maybe), moved deepCopy and deepMergeSpriteData to own file

`common.ts` is hella bloated so seems legit

* Moved empty moveset verification mapping thing to upgrade script bc i wanted to

* Fixed tests

* test added

* Fixed summondata being cleared inside summonPhase, removed `summonDataPrimer`

like seriously how come no-one checked this

* Fixed test

I forgot that we outsped and oneshot

* Fixed test

* huhjjjjjb

* Hopefully fixed bug

my sanity and homework are paying the price for this lol

* added commented out console.log statement

uncomment to see new berry data

* Fixed migrate script, re-added deprecated attributes out of necessity

* Fixed failing test by not trying to mock rng

* Fixed test

* Fixed tests

* Update ability.ts

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

* Update ability.ts

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

* Update overrides.ts

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

* Update berry-phase.ts

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* Update encounter-phase.ts

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

* Update game-data.ts

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

* Update move-phase.ts

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

* Added utility function `randSeedFloat`

basically just `Phaser.math.RND.realInRange(0, 1)`

* Applied review comments, cleaned up code a bit

* Removed unnecessary null checks for turnData and co.

I explicitly made them initialized by default for this very reason

* Added tests for Last Resort regarding moveHistory

* Update pokemon.ts

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

* Update pokemon.ts

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* Update pokemon.ts

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* Update pokemon.ts

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

* Update pokemon.ts

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

* Update pokemon.ts

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

* Update pokemon.ts

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* Update pokemon.ts

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* Update battle-scene.ts

Co-authored-by: Sirz Benjie <142067137+SirzBenjie@users.noreply.github.com>

* Update the-winstrate-challenge-encounter.ts

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

* Update pokemon.ts

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* Update pokemon.ts

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* Update pokemon.ts

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* Update ability.ts

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* Update move.ts

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* Update move.ts

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* Update move.ts

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* Update battle-anims.ts

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

* Update pokemon.ts comments

* Fixed a few outstanding issues with documentation

* Updated switch summon phase comment

* Re-added BattleSummonData as TempSummonData

* Hppefully fixed -1 sprite scale glitch

* Fixed comment

* Reveted `pokemon-forms.ts`

* Fuxed constructor

* fixed -1 bug

* Revert "Added utility function `randSeedFloat`"

This reverts commit 4c3447c851.

---------

Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
Co-authored-by: Sirz Benjie <142067137+SirzBenjie@users.noreply.github.com>
2025-05-02 00:06:07 -05:00

101 lines
3.0 KiB
TypeScript

import { globalScene } from "#app/global-scene";
import { applyPostBattleAbAttrs, PostBattleAbAttr } from "#app/data/abilities/ability";
import { LapsingPersistentModifier, LapsingPokemonHeldItemModifier } from "#app/modifier/modifier";
import { BattlePhase } from "./battle-phase";
import { GameOverPhase } from "./game-over-phase";
export class BattleEndPhase extends BattlePhase {
/** If true, will increment battles won */
isVictory: boolean;
constructor(isVictory: boolean) {
super();
this.isVictory = isVictory;
}
start() {
super.start();
// cull any extra `BattleEnd` phases from the queue.
globalScene.phaseQueue = globalScene.phaseQueue.filter(phase => {
if (phase instanceof BattleEndPhase) {
this.isVictory ||= phase.isVictory;
return false;
}
return true;
});
// `phaseQueuePrepend` is private, so we have to use this inefficient loop.
while (
globalScene.tryRemoveUnshiftedPhase(phase => {
if (phase instanceof BattleEndPhase) {
this.isVictory ||= phase.isVictory;
return true;
}
return false;
})
) {}
globalScene.gameData.gameStats.battles++;
if (
globalScene.gameMode.isEndless &&
globalScene.currentBattle.waveIndex + 1 > globalScene.gameData.gameStats.highestEndlessWave
) {
globalScene.gameData.gameStats.highestEndlessWave = globalScene.currentBattle.waveIndex + 1;
}
if (this.isVictory) {
globalScene.currentBattle.addBattleScore();
if (globalScene.currentBattle.trainer) {
globalScene.gameData.gameStats.trainersDefeated++;
}
}
// Endless graceful end
if (globalScene.gameMode.isEndless && globalScene.currentBattle.waveIndex >= 5850) {
globalScene.clearPhaseQueue();
globalScene.unshiftPhase(new GameOverPhase(true));
}
for (const pokemon of globalScene.getField()) {
if (pokemon) {
pokemon.tempSummonData.waveTurnCount = 1;
}
}
for (const pokemon of globalScene.getPokemonAllowedInBattle()) {
applyPostBattleAbAttrs(PostBattleAbAttr, pokemon, false, this.isVictory);
}
if (globalScene.currentBattle.moneyScattered) {
globalScene.currentBattle.pickUpScatteredMoney();
}
globalScene.clearEnemyHeldItemModifiers();
for (const p of globalScene.getEnemyParty()) {
try {
p.destroy();
} catch {
console.warn("Unable to destroy stale pokemon object in BattleEndPhase:", p);
}
}
const lapsingModifiers = globalScene.findModifiers(
m => m instanceof LapsingPersistentModifier || m instanceof LapsingPokemonHeldItemModifier,
) as (LapsingPersistentModifier | LapsingPokemonHeldItemModifier)[];
for (const m of lapsingModifiers) {
const args: any[] = [];
if (m instanceof LapsingPokemonHeldItemModifier) {
args.push(globalScene.getPokemonById(m.pokemonId));
}
if (!m.lapse(...args)) {
globalScene.removeModifier(m);
}
}
globalScene.updateModifiers();
this.end();
}
}