pokerogue/src/phases/new-biome-encounter-phase.ts
Sirz Benjie 1fc42b3231
[Misc] Add phase#is method to help reduce circular imports (#5868)
* Move phase types out of phase interceptor

* Create isXPhase method and add properties to each phase

* Replace instanceof phase with isXPhase

* Fix missing union types for phaseName

* Update doc comment in phase.ts

* Fix incomplete comment in encounter-phase

* Make phaseName as public and fix more uses

* Move phaseName property declaration before constructor in move anim phase

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

* Rename isXPhase to is

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Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
2025-06-06 21:08:23 +00:00

48 lines
1.5 KiB
TypeScript

import { globalScene } from "#app/global-scene";
import { applyAbAttrs, PostBiomeChangeAbAttr } from "#app/data/abilities/ability";
import { getRandomWeatherType } from "#app/data/weather";
import { NextEncounterPhase } from "./next-encounter-phase";
export class NewBiomeEncounterPhase extends NextEncounterPhase {
public readonly phaseName = "NewBiomeEncounterPhase";
doEncounter(): void {
globalScene.playBgm(undefined, true);
// Reset all battle and wave data, perform form changes, etc.
// We do this because new biomes are considered "arena transitions" akin to MEs and trainer battles
for (const pokemon of globalScene.getPlayerParty()) {
if (pokemon) {
pokemon.resetBattleAndWaveData();
if (pokemon.isOnField()) {
applyAbAttrs(PostBiomeChangeAbAttr, pokemon, null);
}
}
}
const enemyField = globalScene.getEnemyField();
const moveTargets: any[] = [globalScene.arenaEnemy, enemyField];
const mysteryEncounter = globalScene.currentBattle?.mysteryEncounter?.introVisuals;
if (mysteryEncounter) {
moveTargets.push(mysteryEncounter);
}
globalScene.tweens.add({
targets: moveTargets.flat(),
x: "+=300",
duration: 2000,
onComplete: () => {
if (!this.tryOverrideForBattleSpec()) {
this.doEncounterCommon();
}
},
});
}
/**
* Set biome weather.
*/
trySetWeatherIfNewBiome(): void {
globalScene.arena.trySetWeather(getRandomWeatherType(globalScene.arena));
}
}