pokerogue/src/phases/select-target-phase.ts
Mumble 4fb76fd117
[Move] Implement Heal Block (#4120)
* Heal Block on new branch

* Add/update code from previous PR

* Re-add i18n from previous PR

Co-authored-by: Lugiad' <adrien.grivel@hotmail.fr>
Co-authored-by: José Ricardo Fleury Oliveira <josefleury@discente.ufg.br>
Co-authored-by: Jannik Tappert <38758606+CodeTappert@users.noreply.github.com>
Co-authored-by: Asdar <asdargmng@gmail.com>

* Disabling Moves

* Still need to update tests and write docs

* removing partial tags from abilities to feel better

* Pollen Puff works now

* Implemented Psychic Noise

* typedocs

* Documentation

* Update src/data/battler-tags.ts

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

* Update src/data/battler-tags.ts

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

* Update src/data/battler-tags.ts

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

* Turns out the old condition wasn't buggy. Probably mixed up another change I made.

* changed array clear

---------

Co-authored-by: frutescens <info@laptop>
Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
Co-authored-by: Lugiad' <adrien.grivel@hotmail.fr>
Co-authored-by: José Ricardo Fleury Oliveira <josefleury@discente.ufg.br>
Co-authored-by: Jannik Tappert <38758606+CodeTappert@users.noreply.github.com>
Co-authored-by: Asdar <asdargmng@gmail.com>
2024-09-21 13:15:32 -07:00

43 lines
1.8 KiB
TypeScript

import BattleScene from "#app/battle-scene";
import { BattlerIndex } from "#app/battle";
import { Command } from "#app/ui/command-ui-handler";
import { Mode } from "#app/ui/ui";
import { CommandPhase } from "./command-phase";
import { PokemonPhase } from "./pokemon-phase";
import i18next from "#app/plugins/i18n";
import { allMoves } from "#app/data/move";
export class SelectTargetPhase extends PokemonPhase {
constructor(scene: BattleScene, fieldIndex: integer) {
super(scene, fieldIndex);
}
start() {
super.start();
const turnCommand = this.scene.currentBattle.turnCommands[this.fieldIndex];
const move = turnCommand?.move?.move;
this.scene.ui.setMode(Mode.TARGET_SELECT, this.fieldIndex, move, (targets: BattlerIndex[]) => {
this.scene.ui.setMode(Mode.MESSAGE);
const fieldSide = this.scene.getField();
const user = fieldSide[this.fieldIndex];
const moveObject = allMoves[move!];
if (moveObject && user.isMoveTargetRestricted(moveObject.id, user, fieldSide[targets[0]])) {
const errorMessage = user.getRestrictingTag(move!, user, fieldSide[targets[0]])!.selectionDeniedText(user, moveObject.id);
user.scene.queueMessage(i18next.t(errorMessage, { moveName: moveObject.name }), 0, true);
targets = [];
}
if (targets.length < 1) {
this.scene.currentBattle.turnCommands[this.fieldIndex] = null;
this.scene.unshiftPhase(new CommandPhase(this.scene, this.fieldIndex));
} else {
turnCommand!.targets = targets; //TODO: is the bang correct here?
}
if (turnCommand?.command === Command.BALL && this.fieldIndex) {
this.scene.currentBattle.turnCommands[this.fieldIndex - 1]!.skip = true; //TODO: is the bang correct here?
}
this.end();
});
}
}