pokerogue/src/data/abilities/ab-attrs/ab-attr.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

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* Update ability.ts

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* Update overrides.ts

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* Update berry-phase.ts

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* Update encounter-phase.ts

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* Update game-data.ts

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* Update move-phase.ts

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* 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

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* Update pokemon.ts

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* Update pokemon.ts

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* Update pokemon.ts

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* Update pokemon.ts

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* Update pokemon.ts

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* Update pokemon.ts

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* Update pokemon.ts

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* Update battle-scene.ts

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* Update the-winstrate-challenge-encounter.ts

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* 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

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* 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

59 lines
1.9 KiB
TypeScript

import type { AbAttrCondition } from "#app/@types/ability-types";
import type Pokemon from "#app/field/pokemon";
import type { BooleanHolder } from "#app/utils/common";
export abstract class AbAttr {
public showAbility: boolean;
private extraCondition: AbAttrCondition;
/**
* @param showAbility - Whether to show this ability as a flyout during battle; default `true`.
* Should be kept in parity with mainline where possible.
*/
constructor(showAbility = true) {
this.showAbility = showAbility;
}
/**
* Applies ability effects without checking conditions
* @param _pokemon - The pokemon to apply this ability to
* @param _passive - Whether or not the ability is a passive
* @param _simulated - Whether the call is simulated
* @param _args - Extra args passed to the function. Handled by child classes.
* @see {@linkcode canApply}
*/
apply(
_pokemon: Pokemon,
_passive: boolean,
_simulated: boolean,
_cancelled: BooleanHolder | null,
_args: any[],
): void {}
getTriggerMessage(_pokemon: Pokemon, _abilityName: string, ..._args: any[]): string | null {
return null;
}
getCondition(): AbAttrCondition | null {
return this.extraCondition || null;
}
addCondition(condition: AbAttrCondition): AbAttr {
this.extraCondition = condition;
return this;
}
/**
* Returns a boolean describing whether the ability can be applied under current conditions
* @param _pokemon - The pokemon to apply this ability to
* @param _passive - Whether or not the ability is a passive
* @param _simulated - Whether the call is simulated
* @param _args - Extra args passed to the function. Handled by child classes.
* @returns `true` if the ability can be applied, `false` otherwise
* @see {@linkcode apply}
*/
canApply(_pokemon: Pokemon, _passive: boolean, _simulated: boolean, _args: any[]): boolean {
return true;
}
}