mirror of
https://github.com/pagefaultgames/pokerogue.git
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* Added more biome rules * Fixes * Added a few more rules * Added global phaser to biome * Fix tpyo * Updated biome to 2.1.4; improved docs on linting/localization; added vcs support Also added `.build` to gitignore cuz reasons * Fixed tpyo * dd * Applied linter fixes * Partially fixed some private property issues * Upgraded to Biome 2.2.0; added `operatorLinebreak` and a few new rules * Moved operator linebreaks before lines * Applied kev's suggestions * Update biome.jsonc Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * added like all the rules and then some * modify biome.jsonc * apply biome formatting * Reverted changes to balance folder * fixed stuff * Fixed biome stripping trailing globstars from everything * made `noInvertedElse` an error rule * Add & apply fixes for `useExplicitLengthCheck`, `useAtIndex` and `noNonNullAssertedOptionalChain` * Bumped biome to 2.2.3 * Fixed a few syntax errors * Removed trailing globstars since biome actually fixed their shit * Final clean up * foobarbaz * Fixed remaining issues * Fixed a few errors in SSUI * fixed rounding issue * Fixed test to not round funky * Fixed biome false positive for vitest hooks * Apply biome:all --------- Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> Co-authored-by: Sirz Benjie <142067137+SirzBenjie@users.noreply.github.com>
721 lines
27 KiB
TypeScript
721 lines
27 KiB
TypeScript
import { PHASE_START_COLOR } from "#app/constants/colors";
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import { globalScene } from "#app/global-scene";
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import type { Phase } from "#app/phase";
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import { type PhasePriorityQueue, PostSummonPhasePriorityQueue } from "#data/phase-priority-queue";
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import type { DynamicPhaseType } from "#enums/dynamic-phase-type";
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import type { Pokemon } from "#field/pokemon";
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import { ActivatePriorityQueuePhase } from "#phases/activate-priority-queue-phase";
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import { AddEnemyBuffModifierPhase } from "#phases/add-enemy-buff-modifier-phase";
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import { AttemptCapturePhase } from "#phases/attempt-capture-phase";
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import { AttemptRunPhase } from "#phases/attempt-run-phase";
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import { BattleEndPhase } from "#phases/battle-end-phase";
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import { BerryPhase } from "#phases/berry-phase";
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import { CheckInterludePhase } from "#phases/check-interlude-phase";
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import { CheckStatusEffectPhase } from "#phases/check-status-effect-phase";
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import { CheckSwitchPhase } from "#phases/check-switch-phase";
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import { CommandPhase } from "#phases/command-phase";
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import { CommonAnimPhase } from "#phases/common-anim-phase";
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import { DamageAnimPhase } from "#phases/damage-anim-phase";
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import { EggHatchPhase } from "#phases/egg-hatch-phase";
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import { EggLapsePhase } from "#phases/egg-lapse-phase";
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import { EggSummaryPhase } from "#phases/egg-summary-phase";
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import { EncounterPhase } from "#phases/encounter-phase";
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import { EndCardPhase } from "#phases/end-card-phase";
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import { EndEvolutionPhase } from "#phases/end-evolution-phase";
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import { EnemyCommandPhase } from "#phases/enemy-command-phase";
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import { EvolutionPhase } from "#phases/evolution-phase";
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import { ExpPhase } from "#phases/exp-phase";
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import { FaintPhase } from "#phases/faint-phase";
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import { FormChangePhase } from "#phases/form-change-phase";
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import { GameOverModifierRewardPhase } from "#phases/game-over-modifier-reward-phase";
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import { GameOverPhase } from "#phases/game-over-phase";
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import { HideAbilityPhase } from "#phases/hide-ability-phase";
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import { HidePartyExpBarPhase } from "#phases/hide-party-exp-bar-phase";
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import { LearnMovePhase } from "#phases/learn-move-phase";
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import { LevelCapPhase } from "#phases/level-cap-phase";
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import { LevelUpPhase } from "#phases/level-up-phase";
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import { LoadMoveAnimPhase } from "#phases/load-move-anim-phase";
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import { LoginPhase } from "#phases/login-phase";
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import { MessagePhase } from "#phases/message-phase";
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import { ModifierRewardPhase } from "#phases/modifier-reward-phase";
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import { MoneyRewardPhase } from "#phases/money-reward-phase";
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import { MoveAnimPhase } from "#phases/move-anim-phase";
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import { MoveChargePhase } from "#phases/move-charge-phase";
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import { MoveEffectPhase } from "#phases/move-effect-phase";
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import { MoveEndPhase } from "#phases/move-end-phase";
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import { MoveHeaderPhase } from "#phases/move-header-phase";
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import { MovePhase } from "#phases/move-phase";
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import {
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MysteryEncounterBattlePhase,
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MysteryEncounterBattleStartCleanupPhase,
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MysteryEncounterOptionSelectedPhase,
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MysteryEncounterPhase,
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MysteryEncounterRewardsPhase,
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PostMysteryEncounterPhase,
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} from "#phases/mystery-encounter-phases";
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import { NewBattlePhase } from "#phases/new-battle-phase";
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import { NewBiomeEncounterPhase } from "#phases/new-biome-encounter-phase";
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import { NextEncounterPhase } from "#phases/next-encounter-phase";
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import { ObtainStatusEffectPhase } from "#phases/obtain-status-effect-phase";
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import { PartyExpPhase } from "#phases/party-exp-phase";
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import { PartyHealPhase } from "#phases/party-heal-phase";
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import { PokemonAnimPhase } from "#phases/pokemon-anim-phase";
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import { PokemonHealPhase } from "#phases/pokemon-heal-phase";
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import { PokemonTransformPhase } from "#phases/pokemon-transform-phase";
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import { PositionalTagPhase } from "#phases/positional-tag-phase";
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import { PostGameOverPhase } from "#phases/post-game-over-phase";
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import { PostSummonPhase } from "#phases/post-summon-phase";
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import { PostTurnStatusEffectPhase } from "#phases/post-turn-status-effect-phase";
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import { QuietFormChangePhase } from "#phases/quiet-form-change-phase";
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import { ReloadSessionPhase } from "#phases/reload-session-phase";
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import { ResetStatusPhase } from "#phases/reset-status-phase";
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import { ReturnPhase } from "#phases/return-phase";
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import { RevivalBlessingPhase } from "#phases/revival-blessing-phase";
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import { RibbonModifierRewardPhase } from "#phases/ribbon-modifier-reward-phase";
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import { ScanIvsPhase } from "#phases/scan-ivs-phase";
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import { SelectBiomePhase } from "#phases/select-biome-phase";
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import { SelectChallengePhase } from "#phases/select-challenge-phase";
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import { SelectGenderPhase } from "#phases/select-gender-phase";
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import { SelectModifierPhase } from "#phases/select-modifier-phase";
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import { SelectStarterPhase } from "#phases/select-starter-phase";
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import { SelectTargetPhase } from "#phases/select-target-phase";
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import { ShinySparklePhase } from "#phases/shiny-sparkle-phase";
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import { ShowAbilityPhase } from "#phases/show-ability-phase";
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import { ShowPartyExpBarPhase } from "#phases/show-party-exp-bar-phase";
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import { ShowTrainerPhase } from "#phases/show-trainer-phase";
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import { StatStageChangePhase } from "#phases/stat-stage-change-phase";
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import { SummonMissingPhase } from "#phases/summon-missing-phase";
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import { SummonPhase } from "#phases/summon-phase";
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import { SwitchBiomePhase } from "#phases/switch-biome-phase";
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import { SwitchPhase } from "#phases/switch-phase";
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import { SwitchSummonPhase } from "#phases/switch-summon-phase";
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import { TeraPhase } from "#phases/tera-phase";
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import { TitlePhase } from "#phases/title-phase";
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import { ToggleDoublePositionPhase } from "#phases/toggle-double-position-phase";
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import { TrainerVictoryPhase } from "#phases/trainer-victory-phase";
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import { TurnEndPhase } from "#phases/turn-end-phase";
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import { TurnInitPhase } from "#phases/turn-init-phase";
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import { TurnStartPhase } from "#phases/turn-start-phase";
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import { UnavailablePhase } from "#phases/unavailable-phase";
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import { UnlockPhase } from "#phases/unlock-phase";
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import { VictoryPhase } from "#phases/victory-phase";
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import { WeatherEffectPhase } from "#phases/weather-effect-phase";
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import type { PhaseMap, PhaseString } from "#types/phase-types";
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import { type Constructor, coerceArray } from "#utils/common";
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/**
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* @module
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* Manager for phases used by battle scene.
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*
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* @remarks
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* **This file must not be imported or used directly.**
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* The manager is exclusively used by the Battle Scene and is NOT intended for external use.
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*/
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/**
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* Object that holds all of the phase constructors.
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* This is used to create new phases dynamically using the `newPhase` method in the `PhaseManager`.
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*
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* @remarks
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* The keys of this object are the names of the phases, and the values are the constructors of the phases.
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* This allows for easy creation of new phases without needing to import each phase individually.
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*/
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const PHASES = Object.freeze({
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ActivatePriorityQueuePhase,
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AddEnemyBuffModifierPhase,
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AttemptCapturePhase,
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AttemptRunPhase,
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BattleEndPhase,
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BerryPhase,
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CheckInterludePhase,
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CheckStatusEffectPhase,
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CheckSwitchPhase,
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CommandPhase,
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CommonAnimPhase,
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DamageAnimPhase,
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EggHatchPhase,
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EggLapsePhase,
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EggSummaryPhase,
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EncounterPhase,
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EndCardPhase,
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EndEvolutionPhase,
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EnemyCommandPhase,
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EvolutionPhase,
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ExpPhase,
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FaintPhase,
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FormChangePhase,
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GameOverPhase,
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GameOverModifierRewardPhase,
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HideAbilityPhase,
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HidePartyExpBarPhase,
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LearnMovePhase,
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LevelCapPhase,
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LevelUpPhase,
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LoadMoveAnimPhase,
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LoginPhase,
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MessagePhase,
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ModifierRewardPhase,
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MoneyRewardPhase,
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MoveAnimPhase,
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MoveChargePhase,
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MoveEffectPhase,
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MoveEndPhase,
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MoveHeaderPhase,
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MovePhase,
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MysteryEncounterPhase,
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MysteryEncounterOptionSelectedPhase,
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MysteryEncounterBattlePhase,
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MysteryEncounterBattleStartCleanupPhase,
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MysteryEncounterRewardsPhase,
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PostMysteryEncounterPhase,
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NewBattlePhase,
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NewBiomeEncounterPhase,
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NextEncounterPhase,
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ObtainStatusEffectPhase,
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PartyExpPhase,
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PartyHealPhase,
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PokemonAnimPhase,
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PokemonHealPhase,
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PokemonTransformPhase,
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PositionalTagPhase,
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PostGameOverPhase,
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PostSummonPhase,
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PostTurnStatusEffectPhase,
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QuietFormChangePhase,
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ReloadSessionPhase,
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ResetStatusPhase,
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ReturnPhase,
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RevivalBlessingPhase,
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RibbonModifierRewardPhase,
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ScanIvsPhase,
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SelectBiomePhase,
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SelectChallengePhase,
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SelectGenderPhase,
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SelectModifierPhase,
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SelectStarterPhase,
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SelectTargetPhase,
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ShinySparklePhase,
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ShowAbilityPhase,
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ShowPartyExpBarPhase,
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ShowTrainerPhase,
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StatStageChangePhase,
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SummonMissingPhase,
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SummonPhase,
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SwitchBiomePhase,
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SwitchPhase,
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SwitchSummonPhase,
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TeraPhase,
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TitlePhase,
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ToggleDoublePositionPhase,
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TrainerVictoryPhase,
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TurnEndPhase,
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TurnInitPhase,
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TurnStartPhase,
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UnavailablePhase,
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UnlockPhase,
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VictoryPhase,
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WeatherEffectPhase,
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});
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// This type export cannot be moved to `@types`, as `Phases` is intentionally private to this file
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/** Maps Phase strings to their constructors */
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export type PhaseConstructorMap = typeof PHASES;
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/**
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* PhaseManager is responsible for managing the phases in the battle scene
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*/
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export class PhaseManager {
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/** PhaseQueue: dequeue/remove the first element to get the next phase */
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public phaseQueue: Phase[] = [];
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public conditionalQueue: Array<[() => boolean, Phase]> = [];
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/** PhaseQueuePrepend: is a temp storage of what will be added to PhaseQueue */
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private phaseQueuePrepend: Phase[] = [];
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/** overrides default of inserting phases to end of phaseQueuePrepend array. Useful for inserting Phases "out of order" */
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private phaseQueuePrependSpliceIndex = -1;
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private nextCommandPhaseQueue: Phase[] = [];
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/** Storage for {@linkcode PhasePriorityQueue}s which hold phases whose order dynamically changes */
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private dynamicPhaseQueues: PhasePriorityQueue[];
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/** Parallel array to {@linkcode dynamicPhaseQueues} - matches phase types to their queues */
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private dynamicPhaseTypes: Constructor<Phase>[];
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private currentPhase: Phase;
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private standbyPhase: Phase | null = null;
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constructor() {
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this.dynamicPhaseQueues = [new PostSummonPhasePriorityQueue()];
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this.dynamicPhaseTypes = [PostSummonPhase];
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}
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/**
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* Clear all previously set phases, then add a new {@linkcode TitlePhase} to transition to the title screen.
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* @param addLogin - Whether to add a new {@linkcode LoginPhase} before the {@linkcode TitlePhase}
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* (but reset everything else).
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* Default `false`
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*/
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public toTitleScreen(addLogin = false): void {
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this.clearAllPhases();
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if (addLogin) {
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this.unshiftNew("LoginPhase");
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}
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this.unshiftNew("TitlePhase");
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}
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/* Phase Functions */
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/** @returns The currently running {@linkcode Phase}. */
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getCurrentPhase(): Phase {
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return this.currentPhase;
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}
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getStandbyPhase(): Phase | null {
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return this.standbyPhase;
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}
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/**
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* Adds a phase to the conditional queue and ensures it is executed only when the specified condition is met.
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*
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* This method allows deferring the execution of a phase until certain conditions are met, which is useful for handling
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* situations like abilities and entry hazards that depend on specific game states.
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*
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* @param phase - The phase to be added to the conditional queue.
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* @param condition - A function that returns a boolean indicating whether the phase should be executed.
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*
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*/
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pushConditionalPhase(phase: Phase, condition: () => boolean): void {
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this.conditionalQueue.push([condition, phase]);
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}
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/**
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* Adds a phase to nextCommandPhaseQueue, as long as boolean passed in is false
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* @param phase {@linkcode Phase} the phase to add
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* @param defer boolean on which queue to add to, defaults to false, and adds to phaseQueue
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*/
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pushPhase(phase: Phase, defer = false): void {
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if (this.getDynamicPhaseType(phase) !== undefined) {
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this.pushDynamicPhase(phase);
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} else {
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(!defer ? this.phaseQueue : this.nextCommandPhaseQueue).push(phase);
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}
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}
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/**
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* Adds Phase(s) to the end of phaseQueuePrepend, or at phaseQueuePrependSpliceIndex
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* @param phases {@linkcode Phase} the phase(s) to add
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*/
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unshiftPhase(...phases: Phase[]): void {
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if (this.phaseQueuePrependSpliceIndex === -1) {
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this.phaseQueuePrepend.push(...phases);
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} else {
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this.phaseQueuePrepend.splice(this.phaseQueuePrependSpliceIndex, 0, ...phases);
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}
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}
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/**
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* Clears the phaseQueue
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*/
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clearPhaseQueue(): void {
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this.phaseQueue.splice(0, this.phaseQueue.length);
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}
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/**
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* Clears all phase-related stuff, including all phase queues, the current and standby phases, and a splice index
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*/
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clearAllPhases(): void {
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for (const queue of [this.phaseQueue, this.phaseQueuePrepend, this.conditionalQueue, this.nextCommandPhaseQueue]) {
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queue.splice(0, queue.length);
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}
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this.dynamicPhaseQueues.forEach(queue => queue.clear());
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this.standbyPhase = null;
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this.clearPhaseQueueSplice();
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}
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/**
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* Used by function unshiftPhase(), sets index to start inserting at current length instead of the end of the array, useful if phaseQueuePrepend gets longer with Phases
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*/
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setPhaseQueueSplice(): void {
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this.phaseQueuePrependSpliceIndex = this.phaseQueuePrepend.length;
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}
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/**
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* Resets phaseQueuePrependSpliceIndex to -1, implies that calls to unshiftPhase will insert at end of phaseQueuePrepend
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*/
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clearPhaseQueueSplice(): void {
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this.phaseQueuePrependSpliceIndex = -1;
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}
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/**
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* Is called by each Phase implementations "end()" by default
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* We dump everything from phaseQueuePrepend to the start of of phaseQueue
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* then removes first Phase and starts it
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*/
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shiftPhase(): void {
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if (this.standbyPhase) {
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this.currentPhase = this.standbyPhase;
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this.standbyPhase = null;
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return;
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}
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if (this.phaseQueuePrependSpliceIndex > -1) {
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this.clearPhaseQueueSplice();
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}
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this.phaseQueue.unshift(...this.phaseQueuePrepend);
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this.phaseQueuePrepend.splice(0);
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const unactivatedConditionalPhases: [() => boolean, Phase][] = [];
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// Check if there are any conditional phases queued
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for (const [condition, phase] of this.conditionalQueue) {
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// Evaluate the condition associated with the phase
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if (condition()) {
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// If the condition is met, add the phase to the phase queue
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this.pushPhase(phase);
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} else {
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// If the condition is not met, re-add the phase back to the end of the conditional queue
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unactivatedConditionalPhases.push([condition, phase]);
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}
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}
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this.conditionalQueue = unactivatedConditionalPhases;
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// If no phases are left, unshift phases to start a new turn.
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if (this.phaseQueue.length === 0) {
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this.populatePhaseQueue();
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// Clear the conditionalQueue if there are no phases left in the phaseQueue
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this.conditionalQueue = [];
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}
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// Bang is justified as `populatePhaseQueue` ensures we always have _something_ in the queue at all times
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this.currentPhase = this.phaseQueue.shift()!;
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this.startCurrentPhase();
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}
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/**
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* Helper method to start and log the current phase.
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*/
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private startCurrentPhase(): void {
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console.log(`%cStart Phase ${this.currentPhase.phaseName}`, `color:${PHASE_START_COLOR};`);
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this.currentPhase.start();
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}
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overridePhase(phase: Phase): boolean {
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if (this.standbyPhase) {
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return false;
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}
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this.standbyPhase = this.currentPhase;
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this.currentPhase = phase;
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this.startCurrentPhase();
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return true;
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}
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/**
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* Find a specific {@linkcode Phase} in the phase queue.
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*
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* @param phaseFilter filter function to use to find the wanted phase
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* @returns the found phase or undefined if none found
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*/
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findPhase<P extends Phase = Phase>(phaseFilter: (phase: P) => boolean): P | undefined {
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return this.phaseQueue.find(phaseFilter) as P | undefined;
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}
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tryReplacePhase(phaseFilter: (phase: Phase) => boolean, phase: Phase): boolean {
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const phaseIndex = this.phaseQueue.findIndex(phaseFilter);
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if (phaseIndex > -1) {
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this.phaseQueue[phaseIndex] = phase;
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return true;
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}
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return false;
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}
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tryRemovePhase(phaseFilter: (phase: Phase) => boolean): boolean {
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const phaseIndex = this.phaseQueue.findIndex(phaseFilter);
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if (phaseIndex > -1) {
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this.phaseQueue.splice(phaseIndex, 1);
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return true;
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}
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return false;
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}
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/**
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* Will search for a specific phase in {@linkcode phaseQueuePrepend} via filter, and remove the first result if a match is found.
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* @param phaseFilter filter function
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*/
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tryRemoveUnshiftedPhase(phaseFilter: (phase: Phase) => boolean): boolean {
|
|
const phaseIndex = this.phaseQueuePrepend.findIndex(phaseFilter);
|
|
if (phaseIndex > -1) {
|
|
this.phaseQueuePrepend.splice(phaseIndex, 1);
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
/**
|
|
* Tries to add the input phase to index before target phase in the phaseQueue, else simply calls unshiftPhase()
|
|
* @param phase - The phase to be added
|
|
* @param targetPhase - The phase to search for in phaseQueue
|
|
* @returns boolean if a targetPhase was found and added
|
|
*/
|
|
prependToPhase(phase: Phase | Phase[], targetPhase: PhaseString): boolean {
|
|
phase = coerceArray(phase);
|
|
const target = PHASES[targetPhase];
|
|
const targetIndex = this.phaseQueue.findIndex(ph => ph instanceof target);
|
|
|
|
if (targetIndex !== -1) {
|
|
this.phaseQueue.splice(targetIndex, 0, ...phase);
|
|
return true;
|
|
}
|
|
this.unshiftPhase(...phase);
|
|
return false;
|
|
}
|
|
|
|
/**
|
|
* Tries to add the input phase(s) to index after target phase in the {@linkcode phaseQueue}, else simply calls {@linkcode unshiftPhase()}
|
|
* @param phase {@linkcode Phase} the phase(s) to be added
|
|
* @param targetPhase {@linkcode Phase} the type of phase to search for in {@linkcode phaseQueue}
|
|
* @param condition Condition the target phase must meet to be appended to
|
|
* @returns `true` if a `targetPhase` was found to append to
|
|
*/
|
|
appendToPhase(phase: Phase | Phase[], targetPhase: PhaseString, condition?: (p: Phase) => boolean): boolean {
|
|
phase = coerceArray(phase);
|
|
const target = PHASES[targetPhase];
|
|
const targetIndex = this.phaseQueue.findIndex(ph => ph instanceof target && (!condition || condition(ph)));
|
|
|
|
if (targetIndex !== -1 && this.phaseQueue.length > targetIndex) {
|
|
this.phaseQueue.splice(targetIndex + 1, 0, ...phase);
|
|
return true;
|
|
}
|
|
this.unshiftPhase(...phase);
|
|
return false;
|
|
}
|
|
|
|
/**
|
|
* Checks a phase and returns the matching {@linkcode DynamicPhaseType}, or undefined if it does not match one
|
|
* @param phase The phase to check
|
|
* @returns The corresponding {@linkcode DynamicPhaseType} or `undefined`
|
|
*/
|
|
public getDynamicPhaseType(phase: Phase | null): DynamicPhaseType | undefined {
|
|
let phaseType: DynamicPhaseType | undefined;
|
|
this.dynamicPhaseTypes.forEach((cls, index) => {
|
|
if (phase instanceof cls) {
|
|
phaseType = index;
|
|
}
|
|
});
|
|
|
|
return phaseType;
|
|
}
|
|
|
|
/**
|
|
* Pushes a phase onto its corresponding dynamic queue and marks the activation point in {@linkcode phaseQueue}
|
|
*
|
|
* The {@linkcode ActivatePriorityQueuePhase} will run the top phase in the dynamic queue (not necessarily {@linkcode phase})
|
|
* @param phase The phase to push
|
|
*/
|
|
public pushDynamicPhase(phase: Phase): void {
|
|
const type = this.getDynamicPhaseType(phase);
|
|
if (type === undefined) {
|
|
return;
|
|
}
|
|
|
|
this.pushPhase(new ActivatePriorityQueuePhase(type));
|
|
this.dynamicPhaseQueues[type].push(phase);
|
|
}
|
|
|
|
/**
|
|
* Attempt to remove one or more Phases from the given DynamicPhaseQueue, removing the equivalent amount of {@linkcode ActivatePriorityQueuePhase}s from the queue.
|
|
* @param type - The {@linkcode DynamicPhaseType} to check
|
|
* @param phaseFilter - The function to select phases for removal
|
|
* @param removeCount - The maximum number of phases to remove, or `all` to remove all matching phases;
|
|
* default `1`
|
|
* @todo Remove this eventually once the patchwork bug this is used for is fixed
|
|
*/
|
|
public tryRemoveDynamicPhase(
|
|
type: DynamicPhaseType,
|
|
phaseFilter: (phase: Phase) => boolean,
|
|
removeCount: number | "all" = 1,
|
|
): void {
|
|
const numRemoved = this.dynamicPhaseQueues[type].tryRemovePhase(phaseFilter, removeCount);
|
|
for (let x = 0; x < numRemoved; x++) {
|
|
this.tryRemovePhase(p => p.is("ActivatePriorityQueuePhase"));
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Unshifts the top phase from the corresponding dynamic queue onto {@linkcode phaseQueue}
|
|
* @param type {@linkcode DynamicPhaseType} The type of dynamic phase to start
|
|
*/
|
|
public startDynamicPhaseType(type: DynamicPhaseType): void {
|
|
const phase = this.dynamicPhaseQueues[type].pop();
|
|
if (phase) {
|
|
this.unshiftPhase(phase);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Unshifts an {@linkcode ActivatePriorityQueuePhase} for {@linkcode phase}, then pushes {@linkcode phase} to its dynamic queue
|
|
*
|
|
* This is the same as {@linkcode pushDynamicPhase}, except the activation phase is unshifted
|
|
*
|
|
* {@linkcode phase} is not guaranteed to be the next phase from the queue to run (if the queue is not empty)
|
|
* @param phase The phase to add
|
|
* @returns
|
|
*/
|
|
public startDynamicPhase(phase: Phase): void {
|
|
const type = this.getDynamicPhaseType(phase);
|
|
if (type === undefined) {
|
|
return;
|
|
}
|
|
|
|
this.unshiftPhase(new ActivatePriorityQueuePhase(type));
|
|
this.dynamicPhaseQueues[type].push(phase);
|
|
}
|
|
|
|
/**
|
|
* Adds a MessagePhase, either to PhaseQueuePrepend or nextCommandPhaseQueue
|
|
* @param message - string for MessagePhase
|
|
* @param callbackDelay - optional param for MessagePhase constructor
|
|
* @param prompt - optional param for MessagePhase constructor
|
|
* @param promptDelay - optional param for MessagePhase constructor
|
|
* @param defer - Whether to allow the phase to be deferred
|
|
*
|
|
* @see {@linkcode MessagePhase} for more details on the parameters
|
|
*/
|
|
queueMessage(
|
|
message: string,
|
|
callbackDelay?: number | null,
|
|
prompt?: boolean | null,
|
|
promptDelay?: number | null,
|
|
defer?: boolean | null,
|
|
) {
|
|
const phase = new MessagePhase(message, callbackDelay, prompt, promptDelay);
|
|
if (!defer) {
|
|
// adds to the end of PhaseQueuePrepend
|
|
this.unshiftPhase(phase);
|
|
} else {
|
|
//remember that pushPhase adds it to nextCommandPhaseQueue
|
|
this.pushPhase(phase);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Queue a phase to show or hide the ability flyout bar.
|
|
* @param pokemon - The {@linkcode Pokemon} whose ability is being activated
|
|
* @param passive - Whether the ability is a passive
|
|
* @param show - Whether to show or hide the bar
|
|
*/
|
|
public queueAbilityDisplay(pokemon: Pokemon, passive: boolean, show: boolean): void {
|
|
this.unshiftPhase(show ? new ShowAbilityPhase(pokemon.getBattlerIndex(), passive) : new HideAbilityPhase());
|
|
}
|
|
|
|
/**
|
|
* Hides the ability bar if it is currently visible
|
|
*/
|
|
public hideAbilityBar(): void {
|
|
if (globalScene.abilityBar.isVisible()) {
|
|
this.unshiftPhase(new HideAbilityPhase());
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Moves everything from nextCommandPhaseQueue to phaseQueue (keeping order)
|
|
*/
|
|
private populatePhaseQueue(): void {
|
|
if (this.nextCommandPhaseQueue.length > 0) {
|
|
this.phaseQueue.push(...this.nextCommandPhaseQueue);
|
|
this.nextCommandPhaseQueue.splice(0, this.nextCommandPhaseQueue.length);
|
|
}
|
|
this.phaseQueue.push(new TurnInitPhase());
|
|
}
|
|
|
|
/**
|
|
* Dynamically create the named phase from the provided arguments
|
|
*
|
|
* @remarks
|
|
* Used to avoid importing each phase individually, allowing for dynamic creation of phases.
|
|
* @param phase - The name of the phase to create.
|
|
* @param args - The arguments to pass to the phase constructor.
|
|
* @returns The requested phase instance
|
|
*/
|
|
public create<T extends PhaseString>(phase: T, ...args: ConstructorParameters<PhaseConstructorMap[T]>): PhaseMap[T] {
|
|
const PhaseClass = PHASES[phase];
|
|
|
|
if (!PhaseClass) {
|
|
throw new Error(`Phase ${phase} does not exist in PhaseMap.`);
|
|
}
|
|
|
|
// @ts-expect-error: Typescript does not support narrowing the type of operands in generic methods (see https://stackoverflow.com/a/72891234)
|
|
return new PhaseClass(...args);
|
|
}
|
|
|
|
/**
|
|
* Create a new phase and immediately push it to the phase queue. Equivalent to calling {@linkcode create} followed by {@linkcode pushPhase}.
|
|
* @param phase - The name of the phase to create
|
|
* @param args - The arguments to pass to the phase constructor
|
|
*/
|
|
public pushNew<T extends PhaseString>(phase: T, ...args: ConstructorParameters<PhaseConstructorMap[T]>): void {
|
|
this.pushPhase(this.create(phase, ...args));
|
|
}
|
|
|
|
/**
|
|
* Create a new phase and immediately unshift it to the phase queue. Equivalent to calling {@linkcode create} followed by {@linkcode unshiftPhase}.
|
|
* @param phase - The name of the phase to create
|
|
* @param args - The arguments to pass to the phase constructor
|
|
*/
|
|
public unshiftNew<T extends PhaseString>(phase: T, ...args: ConstructorParameters<PhaseConstructorMap[T]>): void {
|
|
this.unshiftPhase(this.create(phase, ...args));
|
|
}
|
|
|
|
/**
|
|
* Create a new phase and immediately prepend it to an existing phase in the phase queue.
|
|
* Equivalent to calling {@linkcode create} followed by {@linkcode prependToPhase}.
|
|
* @param targetPhase - The phase to search for in phaseQueue
|
|
* @param phase - The name of the phase to create
|
|
* @param args - The arguments to pass to the phase constructor
|
|
* @returns `true` if a `targetPhase` was found to prepend to
|
|
*/
|
|
public prependNewToPhase<T extends PhaseString>(
|
|
targetPhase: PhaseString,
|
|
phase: T,
|
|
...args: ConstructorParameters<PhaseConstructorMap[T]>
|
|
): boolean {
|
|
return this.prependToPhase(this.create(phase, ...args), targetPhase);
|
|
}
|
|
|
|
/**
|
|
* Create a new phase and immediately append it to an existing phase the phase queue.
|
|
* Equivalent to calling {@linkcode create} followed by {@linkcode appendToPhase}.
|
|
* @param targetPhase - The phase to search for in phaseQueue
|
|
* @param phase - The name of the phase to create
|
|
* @param args - The arguments to pass to the phase constructor
|
|
* @returns `true` if a `targetPhase` was found to append to
|
|
*/
|
|
public appendNewToPhase<T extends PhaseString>(
|
|
targetPhase: PhaseString,
|
|
phase: T,
|
|
...args: ConstructorParameters<PhaseConstructorMap[T]>
|
|
): boolean {
|
|
return this.appendToPhase(this.create(phase, ...args), targetPhase);
|
|
}
|
|
|
|
public startNewDynamicPhase<T extends PhaseString>(
|
|
phase: T,
|
|
...args: ConstructorParameters<PhaseConstructorMap[T]>
|
|
): void {
|
|
this.startDynamicPhase(this.create(phase, ...args));
|
|
}
|
|
|
|
/** Prevents end of turn effects from triggering when transitioning to a new biome on a X0 wave */
|
|
public onInterlude(): void {
|
|
const phasesToRemove = ["WeatherEffectPhase", "BerryPhase", "CheckStatusEffectPhase"];
|
|
this.phaseQueue = this.phaseQueue.filter(p => !phasesToRemove.includes(p.phaseName));
|
|
|
|
const turnEndPhase = this.findPhase<TurnEndPhase>(p => p.phaseName === "TurnEndPhase");
|
|
if (turnEndPhase) {
|
|
turnEndPhase.upcomingInterlude = true;
|
|
}
|
|
}
|
|
}
|