pokerogue/src/phases/obtain-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

70 lines
2.8 KiB
TypeScript

import { globalScene } from "#app/global-scene";
import type { BattlerIndex } from "#enums/battler-index";
import { CommonBattleAnim } from "#app/data/battle-anims";
import { CommonAnim } from "#enums/move-anims-common";
import { getStatusEffectObtainText, getStatusEffectOverlapText } from "#app/data/status-effect";
import { StatusEffect } from "#app/enums/status-effect";
import type Pokemon from "#app/field/pokemon";
import { getPokemonNameWithAffix } from "#app/messages";
import { PokemonPhase } from "./pokemon-phase";
import { SpeciesFormChangeStatusEffectTrigger } from "#app/data/pokemon-forms/form-change-triggers";
import { applyPostSetStatusAbAttrs } from "#app/data/abilities/apply-ab-attrs";
import { isNullOrUndefined } from "#app/utils/common";
export class ObtainStatusEffectPhase extends PokemonPhase {
public readonly phaseName = "ObtainStatusEffectPhase";
private statusEffect?: StatusEffect;
private turnsRemaining?: number;
private sourceText?: string | null;
private sourcePokemon?: Pokemon | null;
constructor(
battlerIndex: BattlerIndex,
statusEffect?: StatusEffect,
turnsRemaining?: number,
sourceText?: string | null,
sourcePokemon?: Pokemon | null,
) {
super(battlerIndex);
this.statusEffect = statusEffect;
this.turnsRemaining = turnsRemaining;
this.sourceText = sourceText;
this.sourcePokemon = sourcePokemon;
}
start() {
const pokemon = this.getPokemon();
if (pokemon && !pokemon.status) {
if (pokemon.trySetStatus(this.statusEffect, false, this.sourcePokemon)) {
if (this.turnsRemaining) {
pokemon.status!.sleepTurnsRemaining = this.turnsRemaining;
}
pokemon.updateInfo(true);
new CommonBattleAnim(CommonAnim.POISON + (this.statusEffect! - 1), pokemon).play(false, () => {
globalScene.phaseManager.queueMessage(
getStatusEffectObtainText(
this.statusEffect,
getPokemonNameWithAffix(pokemon),
this.sourceText ?? undefined,
),
);
if (!isNullOrUndefined(this.statusEffect) && this.statusEffect !== StatusEffect.FAINT) {
globalScene.triggerPokemonFormChange(pokemon, SpeciesFormChangeStatusEffectTrigger, true);
// If mold breaker etc was used to set this status, it shouldn't apply to abilities activated afterwards
globalScene.arena.setIgnoreAbilities(false);
applyPostSetStatusAbAttrs("PostSetStatusAbAttr", pokemon, this.statusEffect, this.sourcePokemon);
}
this.end();
});
return;
}
} else if (pokemon.status?.effect === this.statusEffect) {
globalScene.phaseManager.queueMessage(
getStatusEffectOverlapText(this.statusEffect ?? StatusEffect.NONE, getPokemonNameWithAffix(pokemon)),
);
}
this.end();
}
}