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* Replace various `scene` pass-arounds with global scene variable * Modify tests * Add scene back to `fade[in|out]()` calls Co-authored-by: Moka <54149968+MokaStitcher@users.noreply.github.com> * Fix Bug Superfan ME test Co-authored-by: Moka <54149968+MokaStitcher@users.noreply.github.com> * Re-enable fixed test Co-authored-by: Moka <54149968+MokaStitcher@users.noreply.github.com> * Rename `gScene` to `globalScene` * Move `globalScene` to its own file to fix import/async issues * Fix `SelectModifierPhase` tests * Fix ME tests by removing `scene` from `expect()`s * Resolve merge issues * Remove tsdocs referencing `scene` params Remove missed instances of `.scene` * Remove unnecessary `globalScene` usage in `loading-scene.ts` * Fix merge conflicts * Attempt to fix circular import issue * Found the source of the import issue * Fix merge issues --------- Co-authored-by: Moka <54149968+MokaStitcher@users.noreply.github.com>
43 lines
1.7 KiB
TypeScript
43 lines
1.7 KiB
TypeScript
import { globalScene } from "#app/global-scene";
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import type { BattlerIndex } from "#app/battle";
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import { Command } from "#app/ui/command-ui-handler";
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import { Mode } from "#app/ui/ui";
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import { CommandPhase } from "./command-phase";
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import { PokemonPhase } from "./pokemon-phase";
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import i18next from "#app/plugins/i18n";
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import { allMoves } from "#app/data/move";
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export class SelectTargetPhase extends PokemonPhase {
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constructor(fieldIndex: integer) {
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super(fieldIndex);
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}
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start() {
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super.start();
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const turnCommand = globalScene.currentBattle.turnCommands[this.fieldIndex];
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const move = turnCommand?.move?.move;
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globalScene.ui.setMode(Mode.TARGET_SELECT, this.fieldIndex, move, (targets: BattlerIndex[]) => {
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globalScene.ui.setMode(Mode.MESSAGE);
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const fieldSide = globalScene.getField();
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const user = fieldSide[this.fieldIndex];
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const moveObject = allMoves[move!];
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if (moveObject && user.isMoveTargetRestricted(moveObject.id, user, fieldSide[targets[0]])) {
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const errorMessage = user.getRestrictingTag(move!, user, fieldSide[targets[0]])!.selectionDeniedText(user, moveObject.id);
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globalScene.queueMessage(i18next.t(errorMessage, { moveName: moveObject.name }), 0, true);
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targets = [];
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}
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if (targets.length < 1) {
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globalScene.currentBattle.turnCommands[this.fieldIndex] = null;
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globalScene.unshiftPhase(new CommandPhase(this.fieldIndex));
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} else {
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turnCommand!.targets = targets; //TODO: is the bang correct here?
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}
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if (turnCommand?.command === Command.BALL && this.fieldIndex) {
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globalScene.currentBattle.turnCommands[this.fieldIndex - 1]!.skip = true; //TODO: is the bang correct here?
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}
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this.end();
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});
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}
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}
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