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* TS: enable strict-null * fix battle-scene.ts * fix voucher.ts * adapt more files to strict-null * adapt more files to strict-null ( 2) * adapt ability.ts to strict-null * adapt `arena.ts` to strict-null * adapt TagAddedEvent constructor to strict-null * adapt phases.ts.to strict-null * adapt status-effect.ts to strict-null * adapt `account.ts` to strict-null * adapt `configHandler.ts` to strict-null * adapt `ability.ts` to strict-null * adapt `biomes.ts` to strict-null * adapt `challenge.ts` to strict-null * adapt `daily-run.ts` to strict-null * adapt `nature.ts` to strict-null * adapt `pokemon-forms.ts` to strict-null * adapt `tainer-names.ts` to strict-null * adapt `types.ts` to strict-null * adapt `weather.ts` to strict-null * adapt `egg-hatch-phase.ts` to strict-null * adapt `evolution-phase.ts` to strict-null * adapt `pokemon-sprite-sparkle-handler.ts` to strict-null * adapt `evolution-phase.ts` to strict-null * adapt `game-mode.ts` to strict-null * adapt `utils.ts` to strict-null * adapt `voucher-ui-handler.ts` to strict-null * adapt `src/ui/unavailable-modal-ui-handler.ts` to strict-null * adapt `src/ui/ui.ts` to strict-null * adapt `src/ui/ui-theme.ts` to strict-null * adapt `src/ui/title-ui-handler.ts` to strict-null * adapt `src/ui/time-of-day-widget.ts` to strict-null * adapt `src/ui/text.ts` to strict-null * adapt `src/ui/target-select-ui-handler.ts` to strict-null * adapt `src/ui/settings/settings-keyboard-ui-handler.ts` to strict-null * adapt more files to strict-null (3) * adapt more files to strict-null (4) * adapt more files (mostly tests) to strict-null (5) * adapt more files to strict-null (6) * adapt more files to strict-null (7) * Update `src/data/pokemon-evolutions.ts` for strict-null Partial update `src/data/pokemon-species.ts` for strict-null * adapt more files to strict-null (8) * adapt more files to strict-null (9) * Strict some more nulls (still a few errors remaining) * adapt rest of the files to strict-null (9) * fix tests (check for null instead of undefined) * repalce a lot of `??` with bangs And added TODO notice as usual * fix more tests * all tests pass now * fix broken game-loop after trainer battle add some console.warn for missing cases and falling back to default * remove guessed fallback from utils.rgbHexToRgba * add TODO for this.currentBattle = null * adjust getPokemonById() return to include `null` * fix compilation errors * add test for pokemon.trySetStatus * `chanceMultiplier` shouldn't be optional * allow `null` for currentPhase * adjust hasExpSprite logic for no keymatch found * reduce bang usage in account.updateUserInfo() * fix new strict-null issues after merge * fix `strict-null` issues in dropdown.ts and sand_spit.test.ts * fix egg-gacha * adapt gul_missile.test.ts to strict-null * fix move.ts strict-null * fix i18n.ts strict-null * fix strict-null issues * fix baton_pass test after accidentially breaking it * chore: fix compiler errors * revert accidential changes in baton_pass.test.ts --------- Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
173 lines
5.1 KiB
TypeScript
173 lines
5.1 KiB
TypeScript
import { BattlerIndex } from "../battle";
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import BattleScene from "../battle-scene";
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import { Mode } from "./ui";
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import UiHandler from "./ui-handler";
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import * as Utils from "../utils";
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import { getMoveTargets } from "../data/move";
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import {Button} from "#enums/buttons";
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import { Moves } from "#enums/moves";
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import Pokemon from "#app/field/pokemon.js";
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export type TargetSelectCallback = (targets: BattlerIndex[]) => void;
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export default class TargetSelectUiHandler extends UiHandler {
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private fieldIndex: integer;
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private move: Moves;
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private targetSelectCallback: TargetSelectCallback;
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private isMultipleTargets: boolean = false;
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private targets: BattlerIndex[];
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private targetsHighlighted: Pokemon[];
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private targetFlashTween: Phaser.Tweens.Tween | null;
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private targetBattleInfoMoveTween: Phaser.Tweens.Tween[] = [];
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constructor(scene: BattleScene) {
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super(scene, Mode.TARGET_SELECT);
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this.cursor = -1;
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}
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setup(): void { }
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show(args: any[]): boolean {
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if (args.length < 3) {
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return false;
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}
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super.show(args);
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this.fieldIndex = args[0] as integer;
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this.move = args[1] as Moves;
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this.targetSelectCallback = args[2] as TargetSelectCallback;
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const moveTargets = getMoveTargets(this.scene.getPlayerField()[this.fieldIndex], this.move);
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this.targets = moveTargets.targets;
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this.isMultipleTargets = moveTargets.multiple ?? false;
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if (!this.targets.length) {
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return false;
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}
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this.setCursor(this.targets.includes(this.cursor) ? this.cursor : this.targets[0]);
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return true;
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}
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processInput(button: Button): boolean {
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const ui = this.getUi();
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let success = false;
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if (button === Button.ACTION || button === Button.CANCEL) {
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const targetIndexes: BattlerIndex[] = this.isMultipleTargets ? this.targets : [this.cursor];
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this.targetSelectCallback(button === Button.ACTION ? targetIndexes : []);
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success = true;
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} else if (this.isMultipleTargets) {
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success = false;
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} else {
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switch (button) {
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case Button.UP:
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if (this.cursor < BattlerIndex.ENEMY && this.targets.findIndex(t => t >= BattlerIndex.ENEMY) > -1) {
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success = this.setCursor(this.targets.find(t => t >= BattlerIndex.ENEMY)!); // TODO: is the bang correct here?
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}
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break;
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case Button.DOWN:
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if (this.cursor >= BattlerIndex.ENEMY && this.targets.findIndex(t => t < BattlerIndex.ENEMY) > -1) {
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success = this.setCursor(this.targets.find(t => t < BattlerIndex.ENEMY)!); // TODO: is the bang correct here?
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}
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break;
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case Button.LEFT:
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if (this.cursor % 2 && this.targets.findIndex(t => t === this.cursor - 1) > -1) {
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success = this.setCursor(this.cursor - 1);
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}
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break;
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case Button.RIGHT:
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if (!(this.cursor % 2) && this.targets.findIndex(t => t === this.cursor + 1) > -1) {
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success = this.setCursor(this.cursor + 1);
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}
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break;
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}
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}
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if (success) {
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ui.playSelect();
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}
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return success;
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}
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setCursor(cursor: integer): boolean {
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const singleTarget = this.scene.getField()[cursor];
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const multipleTargets = this.targets.map(index => this.scene.getField()[index]);
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this.targetsHighlighted = this.isMultipleTargets ? multipleTargets : [ singleTarget ];
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const ret = super.setCursor(cursor);
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if (this.targetFlashTween) {
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this.targetFlashTween.stop();
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for (const pokemon of multipleTargets) {
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pokemon.setAlpha(1);
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}
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}
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this.targetFlashTween = this.scene.tweens.add({
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targets: this.targetsHighlighted,
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alpha: 0,
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loop: -1,
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duration: Utils.fixedInt(250),
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ease: "Sine.easeIn",
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yoyo: true,
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onUpdate: t => {
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for (const target of this.targetsHighlighted) {
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target.setAlpha(t.getValue());
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}
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}
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});
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if (this.targetBattleInfoMoveTween.length >= 1) {
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this.targetBattleInfoMoveTween.filter(t => t !== undefined).forEach(tween => tween.stop());
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for (const pokemon of multipleTargets) {
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pokemon.getBattleInfo().resetY();
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}
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}
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const targetsBattleInfo = this.targetsHighlighted.map(target => target.getBattleInfo());
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targetsBattleInfo.map(info => {
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this.targetBattleInfoMoveTween.push(this.scene.tweens.add({
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targets: [ info ],
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y: { start: info.getBaseY(), to: info.getBaseY() + 1 },
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loop: -1,
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duration: Utils.fixedInt(250),
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ease: "Linear",
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yoyo: true
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}));
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});
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return ret;
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}
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eraseCursor() {
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if (this.targetFlashTween) {
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this.targetFlashTween.stop();
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this.targetFlashTween = null;
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}
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for (const pokemon of this.targetsHighlighted) {
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pokemon.setAlpha(1);
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}
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if (this.targetBattleInfoMoveTween.length >= 1) {
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this.targetBattleInfoMoveTween.filter(t => t !== undefined).forEach(tween => tween.stop());
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this.targetBattleInfoMoveTween = [];
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}
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for (const pokemon of this.targetsHighlighted) {
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pokemon.getBattleInfo().resetY();
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}
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}
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clear() {
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super.clear();
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this.eraseCursor();
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}
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}
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