pokerogue/src/phases/move-effect-phase.ts
Jimmybald1 998619e7e5
[Bug] IVs of trainers were incorrectly using the battle seed (#5822)
* Fixed IVs of trainers using the Battle Seed.

* Renamed the randSeedInt functions that use the Battle Seed to randBattleSeedInt functions

* Incorrectly used this in common

* Fixed tests that were still calling the old function name

---------

Co-authored-by: damocleas <damocleas25@gmail.com>
Co-authored-by: Bertie690 <136088738+Bertie690@users.noreply.github.com>
Co-authored-by: AJ Fontaine <36677462+Fontbane@users.noreply.github.com>
Co-authored-by: Dean <69436131+emdeann@users.noreply.github.com>
Co-authored-by: lxy-lxy-lxy <55084073+lxy-lxy-lxy@users.noreply.github.com>
Co-authored-by: Xavion3 <xavion333@gmail.com>
Co-authored-by: Sirz Benjie <142067137+SirzBenjie@users.noreply.github.com>
Co-authored-by: Lylian BALL <131535108+PyGaVS@users.noreply.github.com>
Co-authored-by: Jimmybald1 <147992650+IBBCalc@users.noreply.github.com>
2025-05-17 10:36:16 -05:00

998 lines
37 KiB
TypeScript

import { BattlerIndex } from "#app/battle";
import { globalScene } from "#app/global-scene";
import {
AddSecondStrikeAbAttr,
AlwaysHitAbAttr,
applyPostAttackAbAttrs,
applyPostDamageAbAttrs,
applyPostDefendAbAttrs,
applyPreAttackAbAttrs,
IgnoreMoveEffectsAbAttr,
MaxMultiHitAbAttr,
PostAttackAbAttr,
PostDamageAbAttr,
PostDefendAbAttr,
ReflectStatusMoveAbAttr,
} from "#app/data/abilities/ability";
import { ArenaTagSide, ConditionalProtectTag } from "#app/data/arena-tag";
import { MoveAnim } from "#app/data/battle-anims";
import {
BattlerTagLapseType,
DamageProtectedTag,
ProtectedTag,
SemiInvulnerableTag,
SubstituteTag,
TypeBoostTag,
} from "#app/data/battler-tags";
import type { MoveAttr } from "#app/data/moves/move";
import {
applyFilteredMoveAttrs,
applyMoveAttrs,
AttackMove,
DelayedAttackAttr,
FlinchAttr,
getMoveTargets,
HitsTagAttr,
MissEffectAttr,
MoveEffectAttr,
MultiHitAttr,
NoEffectAttr,
OneHitKOAttr,
OverrideMoveEffectAttr,
StatChangeBeforeDmgCalcAttr,
ToxicAccuracyAttr,
} from "#app/data/moves/move";
import { MoveEffectTrigger } from "#enums/MoveEffectTrigger";
import { MoveFlags } from "#enums/MoveFlags";
import { MoveTarget } from "#enums/MoveTarget";
import { MoveCategory } from "#enums/MoveCategory";
import { SpeciesFormChangePostMoveTrigger } from "#app/data/pokemon-forms";
import { PokemonType } from "#enums/pokemon-type";
import { DamageResult, PokemonMove, type TurnMove } from "#app/field/pokemon";
import type Pokemon from "#app/field/pokemon";
import { HitResult, MoveResult } from "#app/field/pokemon";
import { getPokemonNameWithAffix } from "#app/messages";
import {
ContactHeldItemTransferChanceModifier,
DamageMoneyRewardModifier,
EnemyAttackStatusEffectChanceModifier,
EnemyEndureChanceModifier,
FlinchChanceModifier,
HitHealModifier,
PokemonMultiHitModifier,
} from "#app/modifier/modifier";
import { PokemonPhase } from "#app/phases/pokemon-phase";
import { BooleanHolder, isNullOrUndefined, NumberHolder } from "#app/utils/common";
import type { nil } from "#app/utils/common";
import { BattlerTagType } from "#enums/battler-tag-type";
import { Moves } from "#enums/moves";
import i18next from "i18next";
import type { Phase } from "#app/phase";
import { ShowAbilityPhase } from "./show-ability-phase";
import { MovePhase } from "./move-phase";
import { MoveEndPhase } from "./move-end-phase";
import { HideAbilityPhase } from "#app/phases/hide-ability-phase";
import { TypeDamageMultiplier } from "#app/data/type";
import { HitCheckResult } from "#enums/hit-check-result";
import type Move from "#app/data/moves/move";
import { isFieldTargeted } from "#app/data/moves/move-utils";
import { FaintPhase } from "./faint-phase";
import { DamageAchv } from "#app/system/achv";
type HitCheckEntry = [HitCheckResult, TypeDamageMultiplier];
export class MoveEffectPhase extends PokemonPhase {
public move: Move;
private virtual = false;
protected targets: BattlerIndex[];
protected reflected = false;
/** The result of the hit check against each target */
private hitChecks: HitCheckEntry[];
/** The move history entry for the move */
private moveHistoryEntry: TurnMove;
/** Is this the first strike of a move? */
private firstHit: boolean;
/** Is this the last strike of a move? */
private lastHit: boolean;
/** Phases queued during moves */
private queuedPhases: Phase[] = [];
/**
* @param reflected Indicates that the move was reflected by the user due to magic coat or magic bounce
* @param virtual Indicates that the move is a virtual move (i.e. called by metronome)
*/
constructor(battlerIndex: BattlerIndex, targets: BattlerIndex[], move: Move, reflected = false, virtual = false) {
super(battlerIndex);
this.move = move;
this.virtual = virtual;
this.reflected = reflected;
/**
* In double battles, if the right Pokemon selects a spread move and the left Pokemon dies
* with no party members available to switch in, then the right Pokemon takes the index
* of the left Pokemon and gets hit unless this is checked.
*/
if (targets.includes(battlerIndex) && this.move.moveTarget === MoveTarget.ALL_NEAR_OTHERS) {
const i = targets.indexOf(battlerIndex);
targets.splice(i, i + 1);
}
this.targets = targets;
this.hitChecks = Array(this.targets.length).fill([HitCheckResult.PENDING, 0]);
}
/**
* Compute targets and the results of hit checks of the invoked move against all targets,
* organized by battler index.
*
* **This is *not* a pure function**; it has the following side effects
* - `this.hitChecks` - The results of the hit checks against each target
* - `this.moveHistoryEntry` - Sets success or failure based on the hit check results
* - user.turnData.hitCount and user.turnData.hitsLeft - Both set to 1 if the
* move was unsuccessful against all targets
*
* @returns The targets of the invoked move
* @see {@linkcode hitCheck}
*/
private conductHitChecks(user: Pokemon, fieldMove: boolean): Pokemon[] {
/** All Pokemon targeted by this phase's invoked move */
/** Whether any hit check ended in a success */
let anySuccess = false;
/** Whether the attack missed all of its targets */
let allMiss = true;
let targets = this.getTargets();
// For field targeted moves, we only look for the first target that may magic bounce
for (const [i, target] of targets.entries()) {
const hitCheck = this.hitCheck(target);
// If the move bounced and was a field targeted move,
// then immediately stop processing other targets
if (fieldMove && hitCheck[0] === HitCheckResult.REFLECTED) {
targets = [target];
this.hitChecks = [hitCheck];
break;
}
if (hitCheck[0] === HitCheckResult.HIT) {
anySuccess = true;
} else {
allMiss ||= hitCheck[0] === HitCheckResult.MISS;
}
this.hitChecks[i] = hitCheck;
}
if (anySuccess) {
this.moveHistoryEntry.result = MoveResult.SUCCESS;
} else {
user.turnData.hitCount = 1;
user.turnData.hitsLeft = 1;
this.moveHistoryEntry.result = allMiss ? MoveResult.MISS : MoveResult.FAIL;
}
return targets;
}
/**
* Queue the phaes that should occur when the target reflects the move back to the user
* @param user - The {@linkcode Pokemon} using this phase's invoked move
* @param target - The {@linkcode Pokemon} that is reflecting the move
*
*/
private queueReflectedMove(user: Pokemon, target: Pokemon): void {
const newTargets = this.move.isMultiTarget()
? getMoveTargets(target, this.move.id).targets
: [user.getBattlerIndex()];
// TODO: ability displays should be handled by the ability
if (!target.getTag(BattlerTagType.MAGIC_COAT)) {
this.queuedPhases.push(
new ShowAbilityPhase(target.getBattlerIndex(), target.getPassiveAbility().hasAttr(ReflectStatusMoveAbAttr)),
);
this.queuedPhases.push(new HideAbilityPhase());
}
this.queuedPhases.push(
new MovePhase(target, newTargets, new PokemonMove(this.move.id, 0, 0, true), true, true, true),
);
}
/**
* Apply the move to each of the resolved targets.
* @param targets - The resolved set of targets of the move
* @throws Error if there was an unexpected hit check result
*/
private applyToTargets(user: Pokemon, targets: Pokemon[]): void {
let firstHit = true;
for (const [i, target] of targets.entries()) {
const [hitCheckResult, effectiveness] = this.hitChecks[i];
switch (hitCheckResult) {
case HitCheckResult.HIT:
this.applyMoveEffects(target, effectiveness, firstHit);
firstHit = false;
if (isFieldTargeted(this.move)) {
// Stop processing other targets if the move is a field move
return;
}
break;
case HitCheckResult.NO_EFFECT:
globalScene.queueMessage(
i18next.t(this.move.id === Moves.SHEER_COLD ? "battle:hitResultImmune" : "battle:hitResultNoEffect", {
pokemonName: getPokemonNameWithAffix(target),
}),
);
case HitCheckResult.NO_EFFECT_NO_MESSAGE:
case HitCheckResult.PROTECTED:
case HitCheckResult.TARGET_NOT_ON_FIELD:
applyMoveAttrs(NoEffectAttr, user, target, this.move);
break;
case HitCheckResult.MISS:
globalScene.queueMessage(
i18next.t("battle:attackMissed", { pokemonNameWithAffix: getPokemonNameWithAffix(target) }),
);
applyMoveAttrs(MissEffectAttr, user, target, this.move);
break;
case HitCheckResult.REFLECTED:
this.queueReflectedMove(user, target);
break;
case HitCheckResult.PENDING:
case HitCheckResult.ERROR:
throw new Error("Unexpected hit check result");
}
}
}
public override start(): void {
super.start();
/** The Pokemon using this phase's invoked move */
const user = this.getUserPokemon();
if (!user) {
super.end();
return;
}
/** If an enemy used this move, set this as last enemy that used move or ability */
if (!user.isPlayer()) {
globalScene.currentBattle.lastEnemyInvolved = this.fieldIndex;
} else {
globalScene.currentBattle.lastPlayerInvolved = this.fieldIndex;
}
const isDelayedAttack = this.move.hasAttr(DelayedAttackAttr);
/** If the user was somehow removed from the field and it's not a delayed attack, end this phase */
if (!user.isOnField()) {
if (!isDelayedAttack) {
super.end();
return;
}
if (!user.scene) {
/*
* This happens if the Pokemon that used the delayed attack gets caught and released
* on the turn the attack would have triggered. Having access to the global scene
* in the future may solve this entirely, so for now we just cancel the hit
*/
super.end();
return;
}
}
/**
* Does an effect from this move override other effects on this turn?
* e.g. Charging moves (Fly, etc.) on their first turn of use.
*/
const overridden = new BooleanHolder(false);
const move = this.move;
// Assume single target for override
applyMoveAttrs(OverrideMoveEffectAttr, user, this.getFirstTarget() ?? null, move, overridden, this.virtual);
// If other effects were overriden, stop this phase before they can be applied
if (overridden.value) {
return this.end();
}
// Lapse `MOVE_EFFECT` effects (i.e. semi-invulnerability) when applicable
user.lapseTags(BattlerTagLapseType.MOVE_EFFECT);
// If the user is acting again (such as due to Instruct), reset hitsLeft/hitCount so that
// the move executes correctly (ensures all hits of a multi-hit are properly calculated)
if (user.turnData.hitsLeft === 0 && user.turnData.hitCount > 0 && user.turnData.extraTurns > 0) {
user.turnData.hitsLeft = -1;
user.turnData.hitCount = 0;
user.turnData.extraTurns--;
}
/**
* If this phase is for the first hit of the invoked move,
* resolve the move's total hit count. This block combines the
* effects of the move itself, Parental Bond, and Multi-Lens to do so.
*/
if (user.turnData.hitsLeft === -1) {
const hitCount = new NumberHolder(1);
// Assume single target for multi hit
applyMoveAttrs(MultiHitAttr, user, this.getFirstTarget() ?? null, move, hitCount);
// If Parental Bond is applicable, add another hit
applyPreAttackAbAttrs(AddSecondStrikeAbAttr, user, null, move, false, hitCount, null);
// If Multi-Lens is applicable, add hits equal to the number of held Multi-Lenses
globalScene.applyModifiers(PokemonMultiHitModifier, user.isPlayer(), user, move.id, hitCount);
// Set the user's relevant turnData fields to reflect the final hit count
user.turnData.hitCount = hitCount.value;
user.turnData.hitsLeft = hitCount.value;
}
/*
* Log to be entered into the user's move history once the move result is resolved.
* Note that `result` logs whether the move was successfully
* used in the sense of "Does it have an effect on the user?".
*/
this.moveHistoryEntry = {
move: this.move.id,
targets: this.targets,
result: MoveResult.PENDING,
virtual: this.virtual,
};
const fieldMove = isFieldTargeted(move);
const targets = this.conductHitChecks(user, fieldMove);
this.firstHit = user.turnData.hitCount === user.turnData.hitsLeft;
this.lastHit = user.turnData.hitsLeft === 1 || !targets.some(t => t.isActive(true));
// Play the animation if the move was successful against any of its targets or it has a POST_TARGET effect (like self destruct)
if (
this.moveHistoryEntry.result === MoveResult.SUCCESS ||
move.getAttrs(MoveEffectAttr).some(attr => attr.trigger === MoveEffectTrigger.POST_TARGET)
) {
const firstTarget = this.getFirstTarget();
new MoveAnim(
move.id as Moves,
user,
firstTarget?.getBattlerIndex() ?? BattlerIndex.ATTACKER,
// Field moves and some moves used in mystery encounters should be played even on an empty field
fieldMove || (globalScene.currentBattle?.mysteryEncounter?.hasBattleAnimationsWithoutTargets ?? false),
).play(move.hitsSubstitute(user, firstTarget), () => this.postAnimCallback(user, targets));
return;
}
this.postAnimCallback(user, targets);
}
/**
* Callback to be called after the move animation is played
*/
private postAnimCallback(user: Pokemon, targets: Pokemon[]) {
// Add to the move history entry
if (this.firstHit) {
user.pushMoveHistory(this.moveHistoryEntry);
}
try {
this.applyToTargets(user, targets);
} catch (e) {
console.warn(e.message || "Unexpected error in move effect phase");
this.end();
return;
}
if (this.queuedPhases.length) {
globalScene.appendToPhase(this.queuedPhases, MoveEndPhase);
}
const moveType = user.getMoveType(this.move, true);
if (this.move.category !== MoveCategory.STATUS && !user.stellarTypesBoosted.includes(moveType)) {
user.stellarTypesBoosted.push(moveType);
}
if (this.lastHit) {
this.triggerMoveEffects(MoveEffectTrigger.POST_TARGET, user, null);
}
this.updateSubstitutes();
this.end();
}
public override end(): void {
const user = this.getUserPokemon();
/**
* If this phase isn't for the invoked move's last strike,
* unshift another MoveEffectPhase for the next strike.
* Otherwise, queue a message indicating the number of times the move has struck
* (if the move has struck more than once), then apply the heal from Shell Bell
* to the user.
*/
if (user) {
if (user.turnData.hitsLeft && --user.turnData.hitsLeft >= 1 && this.getFirstTarget()?.isActive()) {
globalScene.unshiftPhase(this.getNewHitPhase());
} else {
// Queue message for number of hits made by multi-move
// If multi-hit attack only hits once, still want to render a message
const hitsTotal = user.turnData.hitCount - Math.max(user.turnData.hitsLeft, 0);
if (hitsTotal > 1 || (user.turnData.hitsLeft && user.turnData.hitsLeft > 0)) {
// If there are multiple hits, or if there are hits of the multi-hit move left
globalScene.queueMessage(i18next.t("battle:attackHitsCount", { count: hitsTotal }));
}
globalScene.applyModifiers(HitHealModifier, this.player, user);
this.getTargets().forEach(target => (target.turnData.moveEffectiveness = null));
}
}
super.end();
}
/**
* Applies reactive effects that occur when a Pokémon is hit.
* (i.e. Effect Spore, Disguise, Liquid Ooze, Beak Blast)
* @param user - The {@linkcode Pokemon} using this phase's invoked move
* @param target - {@linkcode Pokemon} the current target of this phase's invoked move
* @param hitResult - The {@linkcode HitResult} of the attempted move
* @returns a `Promise` intended to be passed into a `then()` call.
*/
protected applyOnGetHitAbEffects(user: Pokemon, target: Pokemon, hitResult: HitResult): void {
applyPostDefendAbAttrs(PostDefendAbAttr, target, user, this.move, hitResult);
target.lapseTags(BattlerTagLapseType.AFTER_HIT);
}
/**
* Handles checking for and applying Flinches
* @param user - The {@linkcode Pokemon} using this phase's invoked move
* @param target - {@linkcode Pokemon} the current target of this phase's invoked move
* @param dealsDamage - `true` if the attempted move successfully dealt damage
* @returns a function intended to be passed into a `then()` call.
*/
protected applyHeldItemFlinchCheck(user: Pokemon, target: Pokemon, dealsDamage: boolean): void {
if (this.move.hasAttr(FlinchAttr)) {
return;
}
if (dealsDamage && !target.hasAbilityWithAttr(IgnoreMoveEffectsAbAttr) && !this.move.hitsSubstitute(user, target)) {
const flinched = new BooleanHolder(false);
globalScene.applyModifiers(FlinchChanceModifier, user.isPlayer(), user, flinched);
if (flinched.value) {
target.addTag(BattlerTagType.FLINCHED, undefined, this.move.id, user.id);
}
}
}
/** Return whether the target is protected by protect or a relevant conditional protection
* @param user - The {@linkcode Pokemon} using this phase's invoked move
* @param target - {@linkcode Pokemon} the target to check for protection
* @param move - The {@linkcode Move} being used
*/
private protectedCheck(user: Pokemon, target: Pokemon) {
/** The {@linkcode ArenaTagSide} to which the target belongs */
const targetSide = target.isPlayer() ? ArenaTagSide.PLAYER : ArenaTagSide.ENEMY;
/** Has the invoked move been cancelled by conditional protection (e.g Quick Guard)? */
const hasConditionalProtectApplied = new BooleanHolder(false);
/** Does the applied conditional protection bypass Protect-ignoring effects? */
const bypassIgnoreProtect = new BooleanHolder(false);
/** If the move is not targeting a Pokemon on the user's side, try to apply conditional protection effects */
if (!this.move.isAllyTarget()) {
globalScene.arena.applyTagsForSide(
ConditionalProtectTag,
targetSide,
false,
hasConditionalProtectApplied,
user,
target,
this.move.id,
bypassIgnoreProtect,
);
}
return (
![MoveTarget.ENEMY_SIDE, MoveTarget.BOTH_SIDES].includes(this.move.moveTarget) &&
(bypassIgnoreProtect.value || !this.move.doesFlagEffectApply({ flag: MoveFlags.IGNORE_PROTECT, user, target })) &&
(hasConditionalProtectApplied.value ||
(!target.findTags(t => t instanceof DamageProtectedTag).length &&
target.findTags(t => t instanceof ProtectedTag).find(t => target.lapseTag(t.tagType))) ||
(this.move.category !== MoveCategory.STATUS &&
target.findTags(t => t instanceof DamageProtectedTag).find(t => target.lapseTag(t.tagType))))
);
}
/**
* Conduct the hit check and type effectiveness for this move against the target
*
* Checks occur in the following order:
* 1. if the move is self-target
* 2. if the target is on the field
* 3. if the target is hidden by the effects of its commander ability
* 4. if the target is in an applicable semi-invulnerable state
* 5. if the target has an applicable protection effect
* 6. if the move is reflected by magic coat or magic bounce
* 7. type effectiveness calculation, including immunities from abilities and typing
* 9. if accuracy is checked, whether the roll passes the accuracy check
* @param target - The {@linkcode Pokemon} targeted by the invoked move
* @returns a {@linkcode HitCheckEntry} containing the attack's {@linkcode HitCheckResult}
* and {@linkcode TypeDamageMultiplier | effectiveness} against the target.
*/
public hitCheck(target: Pokemon): HitCheckEntry {
const user = this.getUserPokemon();
const move = this.move;
if (!user) {
return [HitCheckResult.ERROR, 0];
}
// Moves targeting the user bypass all checks
if (move.moveTarget === MoveTarget.USER) {
return [HitCheckResult.HIT, 1];
}
const fieldTargeted = isFieldTargeted(move);
if (!target.isActive(true) && !fieldTargeted) {
return [HitCheckResult.TARGET_NOT_ON_FIELD, 0];
}
// Commander causes moves used against the target to miss
if (
!fieldTargeted &&
globalScene.currentBattle.double &&
target.getAlly()?.getTag(BattlerTagType.COMMANDED)?.getSourcePokemon() === target
) {
return [HitCheckResult.MISS, 0];
}
/** Whether both accuracy and invulnerability checks can be skipped */
const bypassAccAndInvuln = fieldTargeted || this.checkBypassAccAndInvuln(target);
const semiInvulnerableTag = target.getTag(SemiInvulnerableTag);
if (semiInvulnerableTag && !bypassAccAndInvuln && !this.checkBypassSemiInvuln(semiInvulnerableTag)) {
return [HitCheckResult.MISS, 0];
}
if (!fieldTargeted && this.protectedCheck(user, target)) {
return [HitCheckResult.PROTECTED, 0];
}
if (!this.reflected && move.doesFlagEffectApply({ flag: MoveFlags.REFLECTABLE, user, target })) {
return [HitCheckResult.REFLECTED, 0];
}
// After the magic bounce check, field targeted moves are always successful
if (fieldTargeted) {
return [HitCheckResult.HIT, 1];
}
const cancelNoEffectMessage = new BooleanHolder(false);
/**
* The effectiveness of the move against the given target.
* Accounts for type and move immunities from defensive typing, abilities, and other effects.
*/
const effectiveness = target.getMoveEffectiveness(user, move, false, false, cancelNoEffectMessage);
if (effectiveness === 0) {
return [
cancelNoEffectMessage.value ? HitCheckResult.NO_EFFECT_NO_MESSAGE : HitCheckResult.NO_EFFECT,
effectiveness,
];
}
const moveAccuracy = move.calculateBattleAccuracy(user, target);
// Strikes after the first in a multi-strike move are guaranteed to hit,
// unless the move is flagged to check all hits and the user does not have Skill Link.
if (user.turnData.hitsLeft < user.turnData.hitCount) {
if (!move.hasFlag(MoveFlags.CHECK_ALL_HITS) || user.hasAbilityWithAttr(MaxMultiHitAbAttr)) {
return [HitCheckResult.HIT, effectiveness];
}
}
const bypassAccuracy =
bypassAccAndInvuln ||
target.getTag(BattlerTagType.ALWAYS_GET_HIT) ||
(target.getTag(BattlerTagType.TELEKINESIS) && !this.move.hasAttr(OneHitKOAttr));
if (moveAccuracy === -1 || bypassAccuracy) {
return [HitCheckResult.HIT, effectiveness];
}
const accuracyMultiplier = user.getAccuracyMultiplier(target, this.move);
const rand = user.randBattleSeedInt(100);
if (rand < moveAccuracy * accuracyMultiplier) {
return [HitCheckResult.HIT, effectiveness];
}
return [HitCheckResult.MISS, 0];
}
/**
* Check whether the move should bypass *both* the accuracy *and* semi-invulnerable states.
* @param target - The {@linkcode Pokemon} targeted by the invoked move
* @returns `true` if the move should bypass accuracy and semi-invulnerability
*
* Accuracy and semi-invulnerability can be bypassed by:
* - An ability like {@linkcode Abilities.NO_GUARD | No Guard}
* - A poison type using {@linkcode Moves.TOXIC | Toxic}
* - A move like {@linkcode Moves.LOCK_ON | Lock-On} or {@linkcode Moves.MIND_READER | Mind Reader}.
* - A field-targeted move like spikes
*
* Does *not* check against effects {@linkcode Moves.GLAIVE_RUSH | Glaive Rush} status (which
* should not bypass semi-invulnerability), or interactions like Earthquake hitting against Dig,
* (which should not bypass the accuracy check).
*
* @see {@linkcode hitCheck}
*/
public checkBypassAccAndInvuln(target: Pokemon) {
const user = this.getUserPokemon();
if (!user) {
return false;
}
if (user.hasAbilityWithAttr(AlwaysHitAbAttr) || target.hasAbilityWithAttr(AlwaysHitAbAttr)) {
return true;
}
if (this.move.hasAttr(ToxicAccuracyAttr) && user.isOfType(PokemonType.POISON)) {
return true;
}
// TODO: Fix lock on / mind reader check.
if (
user.getTag(BattlerTagType.IGNORE_ACCURACY) &&
(user.getLastXMoves().find(() => true)?.targets || []).indexOf(target.getBattlerIndex()) !== -1
) {
return true;
}
if (isFieldTargeted(this.move)) {
return true;
}
}
/**
* Check whether the move is able to ignore the given `semiInvulnerableTag`
* @param semiInvulnerableTag - The semiInvulnerable tag to check against
* @returns `true` if the move can ignore the semi-invulnerable state
*/
public checkBypassSemiInvuln(semiInvulnerableTag: SemiInvulnerableTag | nil): boolean {
if (!semiInvulnerableTag) {
return false;
}
const move = this.move;
return move.getAttrs(HitsTagAttr).some(hta => hta.tagType === semiInvulnerableTag.tagType);
}
/** @returns The {@linkcode Pokemon} using this phase's invoked move */
public getUserPokemon(): Pokemon | null {
if (this.battlerIndex > BattlerIndex.ENEMY_2) {
return globalScene.getPokemonById(this.battlerIndex);
}
return (this.player ? globalScene.getPlayerField() : globalScene.getEnemyField())[this.fieldIndex];
}
/** @returns An array of all {@linkcode Pokemon} targeted by this phase's invoked move */
public getTargets(): Pokemon[] {
return globalScene.getField(true).filter(p => this.targets.indexOf(p.getBattlerIndex()) > -1);
}
/** @returns The first target of this phase's invoked move */
public getFirstTarget(): Pokemon | undefined {
return this.getTargets()[0];
}
/**
* Removes the given {@linkcode Pokemon} from this phase's target list
* @param target - The {@linkcode Pokemon} to be removed
*/
protected removeTarget(target: Pokemon): void {
const targetIndex = this.targets.findIndex(ind => ind === target.getBattlerIndex());
if (targetIndex !== -1) {
this.targets.splice(
this.targets.findIndex(ind => ind === target.getBattlerIndex()),
1,
);
}
}
/**
* Prevents subsequent strikes of this phase's invoked move from occurring
* @param target - If defined, only stop subsequent strikes against this {@linkcode Pokemon}
*/
public stopMultiHit(target?: Pokemon): void {
// If given a specific target, remove the target from subsequent strikes
if (target) {
this.removeTarget(target);
}
const user = this.getUserPokemon();
if (!user) {
return;
}
// If no target specified, or the specified target was the last of this move's
// targets, completely cancel all subsequent strikes.
if (!target || this.targets.length === 0) {
user.turnData.hitCount = 1;
user.turnData.hitsLeft = 1;
}
}
/** @returns A new `MoveEffectPhase` with the same properties as this phase */
protected getNewHitPhase(): MoveEffectPhase {
return new MoveEffectPhase(this.battlerIndex, this.targets, this.move, this.reflected, this.virtual);
}
/** Removes all substitutes that were broken by this phase's invoked move */
protected updateSubstitutes(): void {
const targets = this.getTargets();
for (const target of targets) {
const substitute = target.getTag(SubstituteTag);
if (substitute && substitute.hp <= 0) {
target.lapseTag(BattlerTagType.SUBSTITUTE);
}
}
}
/**
* Triggers move effects of the given move effect trigger.
* @param triggerType The {@linkcode MoveEffectTrigger} being applied
* @param user The {@linkcode Pokemon} using the move
* @param target The {@linkcode Pokemon} targeted by the move
* @param firstTarget Whether the target is the first to be hit by the current strike
* @param selfTarget If defined, limits the effects triggered to either self-targeted
* effects (if set to `true`) or targeted effects (if set to `false`).
* @returns a `Promise` applying the relevant move effects.
*/
protected triggerMoveEffects(
triggerType: MoveEffectTrigger,
user: Pokemon,
target: Pokemon | null,
firstTarget?: boolean | null,
selfTarget?: boolean,
): void {
return applyFilteredMoveAttrs(
(attr: MoveAttr) =>
attr instanceof MoveEffectAttr &&
attr.trigger === triggerType &&
(isNullOrUndefined(selfTarget) || attr.selfTarget === selfTarget) &&
(!attr.firstHitOnly || this.firstHit) &&
(!attr.lastHitOnly || this.lastHit) &&
(!attr.firstTargetOnly || (firstTarget ?? true)),
user,
target,
this.move,
);
}
/**
* Applies all move effects that trigger in the event of a successful hit:
*
* - {@linkcode MoveEffectTrigger.PRE_APPLY | PRE_APPLY} effects`
* - Applying damage to the target
* - {@linkcode MoveEffectTrigger.POST_APPLY | POST_APPLY} effects
* - Invoking {@linkcode applyOnTargetEffects} if the move does not hit a substitute
* - Triggering form changes and emergency exit / wimp out if this is the last hit
*
* @param target - the {@linkcode Pokemon} hit by this phase's move.
* @param effectiveness - The effectiveness of the move (as previously evaluated in {@linkcode hitCheck})
* @param firstTarget - Whether this is the first target successfully struck by the move
*/
protected applyMoveEffects(target: Pokemon, effectiveness: TypeDamageMultiplier, firstTarget: boolean): void {
const user = this.getUserPokemon();
if (isNullOrUndefined(user)) {
return;
}
this.triggerMoveEffects(MoveEffectTrigger.PRE_APPLY, user, target);
const hitResult = this.applyMove(user, target, effectiveness);
this.triggerMoveEffects(MoveEffectTrigger.POST_APPLY, user, target, firstTarget, true);
if (!this.move.hitsSubstitute(user, target)) {
this.applyOnTargetEffects(user, target, hitResult, firstTarget);
}
if (this.lastHit) {
globalScene.triggerPokemonFormChange(user, SpeciesFormChangePostMoveTrigger);
// Multi-hit check for Wimp Out/Emergency Exit
if (user.turnData.hitCount > 1) {
applyPostDamageAbAttrs(PostDamageAbAttr, target, 0, target.hasPassive(), false, [], user);
}
}
}
/**
* Sub-method of for {@linkcode applyMoveEffects} that applies damage to the target.
*
* @param user - The {@linkcode Pokemon} using this phase's invoked move
* @param target - The {@linkcode Pokemon} targeted by the move
* @param effectiveness - The effectiveness of the move against the target
*/
protected applyMoveDamage(user: Pokemon, target: Pokemon, effectiveness: TypeDamageMultiplier): HitResult {
const isCritical = target.getCriticalHitResult(user, this.move, false);
/*
* Apply stat changes from {@linkcode move} and gives it to {@linkcode source}
* before damage calculation
*/
applyMoveAttrs(StatChangeBeforeDmgCalcAttr, user, target, this.move);
const { result: result, damage: dmg } = target.getAttackDamage({
source: user,
move: this.move,
ignoreAbility: false,
ignoreSourceAbility: false,
ignoreAllyAbility: false,
ignoreSourceAllyAbility: false,
simulated: false,
effectiveness,
isCritical,
});
const typeBoost = user.findTag(
t => t instanceof TypeBoostTag && t.boostedType === user.getMoveType(this.move),
) as TypeBoostTag;
if (typeBoost?.oneUse) {
user.removeTag(typeBoost.tagType);
}
const isOneHitKo = result === HitResult.ONE_HIT_KO;
if (!dmg) {
return result;
}
target.lapseTags(BattlerTagLapseType.HIT);
const substitute = target.getTag(SubstituteTag);
const isBlockedBySubstitute = substitute && this.move.hitsSubstitute(user, target);
if (isBlockedBySubstitute) {
substitute.hp -= dmg;
} else if (!target.isPlayer() && dmg >= target.hp) {
globalScene.applyModifiers(EnemyEndureChanceModifier, false, target);
}
const damage = isBlockedBySubstitute
? 0
: target.damageAndUpdate(dmg, {
result: result as DamageResult,
ignoreFaintPhase: true,
ignoreSegments: isOneHitKo,
isCritical,
source: user,
});
if (isCritical) {
globalScene.queueMessage(i18next.t("battle:hitResultCriticalHit"));
}
if (damage <= 0) {
return result;
}
if (user.isPlayer()) {
globalScene.validateAchvs(DamageAchv, new NumberHolder(damage));
if (damage > globalScene.gameData.gameStats.highestDamage) {
globalScene.gameData.gameStats.highestDamage = damage;
}
}
user.turnData.totalDamageDealt += damage;
user.turnData.singleHitDamageDealt = damage;
target.battleData.hitCount++;
target.turnData.damageTaken += damage;
target.turnData.attacksReceived.unshift({
move: this.move.id,
result: result as DamageResult,
damage: damage,
critical: isCritical,
sourceId: user.id,
sourceBattlerIndex: user.getBattlerIndex(),
});
if (user.isPlayer() && !target.isPlayer()) {
globalScene.applyModifiers(DamageMoneyRewardModifier, true, user, new NumberHolder(damage));
}
return result;
}
/**
* Sub-method of {@linkcode applyMove} that handles the event of a target fainting.
* @param user - The {@linkcode Pokemon} using this phase's invoked move
* @param target - The {@linkcode Pokemon} that fainted
*/
protected onFaintTarget(user: Pokemon, target: Pokemon): void {
// set splice index here, so future scene queues happen before FaintedPhase
globalScene.setPhaseQueueSplice();
globalScene.unshiftPhase(new FaintPhase(target.getBattlerIndex(), false, user));
target.destroySubstitute();
target.lapseTag(BattlerTagType.COMMANDED);
// Force `lastHit` to be true if this is a multi hit move with hits left
// `hitsLeft` must be left as-is in order for the message displaying the number of hits
// to display the proper number.
// Note: When Dragon Darts' smart targeting is implemented, this logic may need to be adjusted.
if (!this.lastHit && user.turnData.hitsLeft > 1) {
this.lastHit = true;
}
}
/**
* Sub-method of {@linkcode applyMove} that queues the hit-result message
* on the final strike of the move against a target
* @param result - The {@linkcode HitResult} of the move
*/
protected queueHitResultMessage(result: HitResult) {
let msg: string | undefined;
switch (result) {
case HitResult.SUPER_EFFECTIVE:
msg = i18next.t("battle:hitResultSuperEffective");
break;
case HitResult.NOT_VERY_EFFECTIVE:
msg = i18next.t("battle:hitResultNotVeryEffective");
break;
case HitResult.ONE_HIT_KO:
msg = i18next.t("battle:hitResultOneHitKO");
break;
}
if (msg) {
globalScene.queueMessage(msg);
}
}
/** Apply the result of this phase's move to the given target
* @param user - The {@linkcode Pokemon} using this phase's invoked move
* @param target - The {@linkcode Pokemon} struck by the move
* @param effectiveness - The effectiveness of the move against the target
*/
protected applyMove(user: Pokemon, target: Pokemon, effectiveness: TypeDamageMultiplier): HitResult {
const moveCategory = user.getMoveCategory(target, this.move);
if (moveCategory === MoveCategory.STATUS) {
return HitResult.STATUS;
}
const result = this.applyMoveDamage(user, target, effectiveness);
if (user.turnData.hitsLeft === 1 || target.isFainted()) {
this.queueHitResultMessage(result);
}
if (target.isFainted()) {
this.onFaintTarget(user, target);
}
return result;
}
/**
* Applies all effects aimed at the move's target.
* To be used when the target is successfully and directly hit by the move.
* @param user - The {@linkcode Pokemon} using the move
* @param target - The {@linkcode Pokemon} targeted by the move
* @param hitResult - The {@linkcode HitResult} obtained from applying the move
* @param firstTarget - `true` if the target is the first Pokemon hit by the attack
*/
protected applyOnTargetEffects(user: Pokemon, target: Pokemon, hitResult: HitResult, firstTarget: boolean): void {
/** Does {@linkcode hitResult} indicate that damage was dealt to the target? */
const dealsDamage = [
HitResult.EFFECTIVE,
HitResult.SUPER_EFFECTIVE,
HitResult.NOT_VERY_EFFECTIVE,
HitResult.ONE_HIT_KO,
].includes(hitResult);
this.triggerMoveEffects(MoveEffectTrigger.POST_APPLY, user, target, firstTarget, false);
this.applyHeldItemFlinchCheck(user, target, dealsDamage);
this.applyOnGetHitAbEffects(user, target, hitResult);
applyPostAttackAbAttrs(PostAttackAbAttr, user, target, this.move, hitResult);
// We assume only enemy Pokemon are able to have the EnemyAttackStatusEffectChanceModifier from tokens
if (!user.isPlayer() && this.move instanceof AttackMove) {
globalScene.applyShuffledModifiers(EnemyAttackStatusEffectChanceModifier, false, target);
}
// Apply Grip Claw's chance to steal an item from the target
if (this.move instanceof AttackMove) {
globalScene.applyModifiers(ContactHeldItemTransferChanceModifier, this.player, user, target);
}
}
}