mirror of
https://github.com/pagefaultgames/pokerogue.git
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330 lines
14 KiB
TypeScript
330 lines
14 KiB
TypeScript
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import BattleScene from "#app/battle-scene.js";
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import { BattlerIndex } from "#app/battle.js";
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import { applyAbAttrs, RedirectMoveAbAttr, BlockRedirectAbAttr, IncreasePpAbAttr, applyPreAttackAbAttrs, PokemonTypeChangeAbAttr, applyPostMoveUsedAbAttrs, PostMoveUsedAbAttr } from "#app/data/ability.js";
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import { CommonAnim } from "#app/data/battle-anims.js";
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import { CenterOfAttentionTag, BattlerTagLapseType } from "#app/data/battler-tags.js";
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import { MoveFlags, BypassRedirectAttr, allMoves, CopyMoveAttr, applyMoveAttrs, BypassSleepAttr, HealStatusEffectAttr, ChargeAttr, PreMoveMessageAttr } from "#app/data/move.js";
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import { SpeciesFormChangePreMoveTrigger } from "#app/data/pokemon-forms.js";
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import { getStatusEffectActivationText, getStatusEffectHealText } from "#app/data/status-effect.js";
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import { Type } from "#app/data/type.js";
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import { getTerrainBlockMessage } from "#app/data/weather.js";
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import { Abilities } from "#app/enums/abilities.js";
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import { BattlerTagType } from "#app/enums/battler-tag-type.js";
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import { Moves } from "#app/enums/moves.js";
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import { StatusEffect } from "#app/enums/status-effect.js";
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import { MoveUsedEvent } from "#app/events/battle-scene.js";
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import Pokemon, { PokemonMove, MoveResult, TurnMove } from "#app/field/pokemon.js";
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import { getPokemonNameWithAffix } from "#app/messages.js";
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import i18next from "i18next";
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import * as Utils from "#app/utils.js";
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import { BattlePhase } from "./battle-phase";
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import { CommonAnimPhase } from "./common-anim-phase";
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import { MoveEffectPhase } from "./move-effect-phase";
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import { MoveEndPhase } from "./move-end-phase";
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import { ShowAbilityPhase } from "./show-ability-phase";
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export class MovePhase extends BattlePhase {
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public pokemon: Pokemon;
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public move: PokemonMove;
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public targets: BattlerIndex[];
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protected followUp: boolean;
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protected ignorePp: boolean;
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protected failed: boolean;
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protected cancelled: boolean;
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constructor(scene: BattleScene, pokemon: Pokemon, targets: BattlerIndex[], move: PokemonMove, followUp?: boolean, ignorePp?: boolean) {
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super(scene);
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this.pokemon = pokemon;
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this.targets = targets;
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this.move = move;
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this.followUp = !!followUp;
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this.ignorePp = !!ignorePp;
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this.failed = false;
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this.cancelled = false;
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}
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canMove(): boolean {
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return this.pokemon.isActive(true) && this.move.isUsable(this.pokemon, this.ignorePp) && !!this.targets.length;
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}
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/**Signifies the current move should fail but still use PP */
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fail(): void {
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this.failed = true;
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}
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/**Signifies the current move should cancel and retain PP */
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cancel(): void {
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this.cancelled = true;
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}
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start() {
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super.start();
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console.log(Moves[this.move.moveId]);
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if (!this.canMove()) {
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if (this.move.moveId && this.pokemon.summonData?.disabledMove === this.move.moveId) {
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this.scene.queueMessage(`${this.move.getName()} is disabled!`);
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}
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if (this.pokemon.isActive(true) && this.move.ppUsed >= this.move.getMovePp()) { // if the move PP was reduced from Spite or otherwise, the move fails
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this.fail();
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this.showMoveText();
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this.showFailedText();
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}
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return this.end();
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}
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if (!this.followUp) {
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if (this.move.getMove().checkFlag(MoveFlags.IGNORE_ABILITIES, this.pokemon, null)) {
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this.scene.arena.setIgnoreAbilities();
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}
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} else {
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this.pokemon.turnData.hitsLeft = 0; // TODO: is `0` correct?
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this.pokemon.turnData.hitCount = 0; // TODO: is `0` correct?
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}
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// Move redirection abilities (ie. Storm Drain) only support single target moves
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const moveTarget = this.targets.length === 1
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? new Utils.IntegerHolder(this.targets[0])
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: null;
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if (moveTarget) {
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const oldTarget = moveTarget.value;
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this.scene.getField(true).filter(p => p !== this.pokemon).forEach(p => applyAbAttrs(RedirectMoveAbAttr, p, null, this.move.moveId, moveTarget));
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this.pokemon.getOpponents().forEach(p => {
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const redirectTag = p.getTag(CenterOfAttentionTag) as CenterOfAttentionTag;
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if (redirectTag && (!redirectTag.powder || (!this.pokemon.isOfType(Type.GRASS) && !this.pokemon.hasAbility(Abilities.OVERCOAT)))) {
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moveTarget.value = p.getBattlerIndex();
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}
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});
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//Check if this move is immune to being redirected, and restore its target to the intended target if it is.
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if ((this.pokemon.hasAbilityWithAttr(BlockRedirectAbAttr) || this.move.getMove().hasAttr(BypassRedirectAttr))) {
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//If an ability prevented this move from being redirected, display its ability pop up.
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if ((this.pokemon.hasAbilityWithAttr(BlockRedirectAbAttr) && !this.move.getMove().hasAttr(BypassRedirectAttr)) && oldTarget !== moveTarget.value) {
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this.scene.unshiftPhase(new ShowAbilityPhase(this.scene, this.pokemon.getBattlerIndex(), this.pokemon.getPassiveAbility().hasAttr(BlockRedirectAbAttr)));
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}
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moveTarget.value = oldTarget;
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}
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this.targets[0] = moveTarget.value;
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}
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// Check for counterattack moves to switch target
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if (this.targets.length === 1 && this.targets[0] === BattlerIndex.ATTACKER) {
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if (this.pokemon.turnData.attacksReceived.length) {
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const attack = this.pokemon.turnData.attacksReceived[0];
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this.targets[0] = attack.sourceBattlerIndex;
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// account for metal burst and comeuppance hitting remaining targets in double battles
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// counterattack will redirect to remaining ally if original attacker faints
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if (this.scene.currentBattle.double && this.move.getMove().hasFlag(MoveFlags.REDIRECT_COUNTER)) {
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if (this.scene.getField()[this.targets[0]].hp === 0) {
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const opposingField = this.pokemon.isPlayer() ? this.scene.getEnemyField() : this.scene.getPlayerField();
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//@ts-ignore
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this.targets[0] = opposingField.find(p => p.hp > 0)?.getBattlerIndex(); //TODO: fix ts-ignore
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}
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}
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}
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if (this.targets[0] === BattlerIndex.ATTACKER) {
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this.fail(); // Marks the move as failed for later in doMove
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this.showMoveText();
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this.showFailedText();
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}
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}
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const targets = this.scene.getField(true).filter(p => {
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if (this.targets.indexOf(p.getBattlerIndex()) > -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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const doMove = () => {
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this.pokemon.turnData.acted = true; // Record that the move was attempted, even if it fails
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this.pokemon.lapseTags(BattlerTagLapseType.PRE_MOVE);
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let ppUsed = 1;
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// Filter all opponents to include only those this move is targeting
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const targetedOpponents = this.pokemon.getOpponents().filter(o => this.targets.includes(o.getBattlerIndex()));
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for (const opponent of targetedOpponents) {
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if (this.move.ppUsed + ppUsed >= this.move.getMovePp()) { // If we're already at max PP usage, stop checking
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break;
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}
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if (opponent.hasAbilityWithAttr(IncreasePpAbAttr)) { // Accounting for abilities like Pressure
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ppUsed++;
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}
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}
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if (!this.followUp && this.canMove() && !this.cancelled) {
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this.pokemon.lapseTags(BattlerTagLapseType.MOVE);
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}
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const moveQueue = this.pokemon.getMoveQueue();
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if (this.cancelled || this.failed) {
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if (this.failed) {
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this.move.usePp(ppUsed); // Only use PP if the move failed
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this.scene.eventTarget.dispatchEvent(new MoveUsedEvent(this.pokemon?.id, this.move.getMove(), this.move.ppUsed));
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}
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// Record a failed move so Abilities like Truant don't trigger next turn and soft-lock
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this.pokemon.pushMoveHistory({ move: Moves.NONE, result: MoveResult.FAIL });
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this.pokemon.lapseTags(BattlerTagLapseType.MOVE_EFFECT); // Remove any tags from moves like Fly/Dive/etc.
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moveQueue.shift(); // Remove the second turn of charge moves
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return this.end();
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}
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this.scene.triggerPokemonFormChange(this.pokemon, SpeciesFormChangePreMoveTrigger);
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if (this.move.moveId) {
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this.showMoveText();
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}
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// This should only happen when there are no valid targets left on the field
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if ((moveQueue.length && moveQueue[0].move === Moves.NONE) || !targets.length) {
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this.showFailedText();
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this.cancel();
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// Record a failed move so Abilities like Truant don't trigger next turn and soft-lock
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this.pokemon.pushMoveHistory({ move: Moves.NONE, result: MoveResult.FAIL });
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this.pokemon.lapseTags(BattlerTagLapseType.MOVE_EFFECT); // Remove any tags from moves like Fly/Dive/etc.
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moveQueue.shift();
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return this.end();
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}
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if (!moveQueue.length || !moveQueue.shift()?.ignorePP) { // using .shift here clears out two turn moves once they've been used
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this.move.usePp(ppUsed);
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this.scene.eventTarget.dispatchEvent(new MoveUsedEvent(this.pokemon?.id, this.move.getMove(), this.move.ppUsed));
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}
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if (!allMoves[this.move.moveId].hasAttr(CopyMoveAttr)) {
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this.scene.currentBattle.lastMove = this.move.moveId;
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}
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// Assume conditions affecting targets only apply to moves with a single target
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let success = this.move.getMove().applyConditions(this.pokemon, targets[0], this.move.getMove());
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const cancelled = new Utils.BooleanHolder(false);
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let failedText = this.move.getMove().getFailedText(this.pokemon, targets[0], this.move.getMove(), cancelled);
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if (success && this.scene.arena.isMoveWeatherCancelled(this.move.getMove())) {
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success = false;
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} else if (success && this.scene.arena.isMoveTerrainCancelled(this.pokemon, this.targets, this.move.getMove())) {
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success = false;
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if (failedText === null) {
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failedText = getTerrainBlockMessage(targets[0], this.scene.arena.terrain?.terrainType!); // TODO: is this bang correct?
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}
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}
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/**
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* Trigger pokemon type change before playing the move animation
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* Will still change the user's type when using Roar, Whirlwind, Trick-or-Treat, and Forest's Curse,
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* regardless of whether the move successfully executes or not.
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*/
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if (success || [Moves.ROAR, Moves.WHIRLWIND, Moves.TRICK_OR_TREAT, Moves.FORESTS_CURSE].includes(this.move.moveId)) {
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applyPreAttackAbAttrs(PokemonTypeChangeAbAttr, this.pokemon, null, this.move.getMove());
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}
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if (success) {
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this.scene.unshiftPhase(this.getEffectPhase());
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} else {
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this.pokemon.pushMoveHistory({ move: this.move.moveId, targets: this.targets, result: MoveResult.FAIL, virtual: this.move.virtual });
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if (!cancelled.value) {
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this.showFailedText(failedText);
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}
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}
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// Checks if Dancer ability is triggered
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if (this.move.getMove().hasFlag(MoveFlags.DANCE_MOVE) && !this.followUp) {
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// Pokemon with Dancer can be on either side of the battle so we check in both cases
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this.scene.getPlayerField().forEach(pokemon => {
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applyPostMoveUsedAbAttrs(PostMoveUsedAbAttr, pokemon, this.move, this.pokemon, this.targets);
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});
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this.scene.getEnemyField().forEach(pokemon => {
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applyPostMoveUsedAbAttrs(PostMoveUsedAbAttr, pokemon, this.move, this.pokemon, this.targets);
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});
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}
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this.end();
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};
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if (!this.followUp && this.pokemon.status && !this.pokemon.status.isPostTurn()) {
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this.pokemon.status.incrementTurn();
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let activated = false;
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let healed = false;
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switch (this.pokemon.status.effect) {
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case StatusEffect.PARALYSIS:
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if (!this.pokemon.randSeedInt(4)) {
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activated = true;
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this.cancelled = true;
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}
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break;
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case StatusEffect.SLEEP:
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applyMoveAttrs(BypassSleepAttr, this.pokemon, null, this.move.getMove());
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healed = this.pokemon.status.turnCount === this.pokemon.status.cureTurn;
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activated = !healed && !this.pokemon.getTag(BattlerTagType.BYPASS_SLEEP);
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this.cancelled = activated;
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break;
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case StatusEffect.FREEZE:
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healed = !!this.move.getMove().findAttr(attr => attr instanceof HealStatusEffectAttr && attr.selfTarget && attr.isOfEffect(StatusEffect.FREEZE)) || !this.pokemon.randSeedInt(5);
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activated = !healed;
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this.cancelled = activated;
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break;
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}
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if (activated) {
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this.scene.queueMessage(getStatusEffectActivationText(this.pokemon.status.effect, getPokemonNameWithAffix(this.pokemon)));
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this.scene.unshiftPhase(new CommonAnimPhase(this.scene, this.pokemon.getBattlerIndex(), undefined, CommonAnim.POISON + (this.pokemon.status.effect - 1)));
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doMove();
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} else {
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if (healed) {
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this.scene.queueMessage(getStatusEffectHealText(this.pokemon.status.effect, getPokemonNameWithAffix(this.pokemon)));
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this.pokemon.resetStatus();
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this.pokemon.updateInfo();
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}
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doMove();
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}
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} else {
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doMove();
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}
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}
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getEffectPhase(): MoveEffectPhase {
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return new MoveEffectPhase(this.scene, this.pokemon.getBattlerIndex(), this.targets, this.move);
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}
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showMoveText(): void {
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if (this.move.getMove().hasAttr(ChargeAttr)) {
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const lastMove = this.pokemon.getLastXMoves() as TurnMove[];
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if (!lastMove.length || lastMove[0].move !== this.move.getMove().id || lastMove[0].result !== MoveResult.OTHER) {
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this.scene.queueMessage(i18next.t("battle:useMove", {
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pokemonNameWithAffix: getPokemonNameWithAffix(this.pokemon),
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moveName: this.move.getName()
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}), 500);
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return;
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}
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}
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if (this.pokemon.getTag(BattlerTagType.RECHARGING || BattlerTagType.INTERRUPTED)) {
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return;
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}
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this.scene.queueMessage(i18next.t("battle:useMove", {
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pokemonNameWithAffix: getPokemonNameWithAffix(this.pokemon),
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moveName: this.move.getName()
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}), 500);
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applyMoveAttrs(PreMoveMessageAttr, this.pokemon, this.pokemon.getOpponents().find(() => true)!, this.move.getMove()); //TODO: is the bang correct here?
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}
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showFailedText(failedText: string | null = null): void {
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this.scene.queueMessage(failedText || i18next.t("battle:attackFailed"));
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}
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end() {
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if (!this.followUp && this.canMove()) {
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this.scene.unshiftPhase(new MoveEndPhase(this.scene, this.pokemon.getBattlerIndex()));
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}
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super.end();
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}
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}
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