Moved getOrder() into TurnStartPhase

This commit is contained in:
Frutescens 2024-08-13 19:38:03 -07:00
parent e9c89b437b
commit 1a2d7e88b2

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@ -705,35 +705,6 @@ export class BattlePhase extends Phase {
type PokemonFunc = (pokemon: Pokemon) => void;
export abstract class FieldPhase extends BattlePhase {
getOrder(): BattlerIndex[] {
const playerField = this.scene.getPlayerField().filter(p => p.isActive()) as Pokemon[];
const enemyField = this.scene.getEnemyField().filter(p => p.isActive()) as Pokemon[];
// We shuffle the list before sorting so speed ties produce random results
let orderedTargets: Pokemon[] = playerField.concat(enemyField);
// We seed it with the current turn to prevent an inconsistency where it
// was varying based on how long since you last reloaded
this.scene.executeWithSeedOffset(() => {
orderedTargets = Utils.randSeedShuffle(orderedTargets);
}, this.scene.currentBattle.turn, this.scene.waveSeed);
orderedTargets.sort((a: Pokemon, b: Pokemon) => {
const aSpeed = a?.getBattleStat(Stat.SPD) || 0;
const bSpeed = b?.getBattleStat(Stat.SPD) || 0;
return bSpeed - aSpeed;
});
const speedReversed = new Utils.BooleanHolder(false);
this.scene.arena.applyTags(TrickRoomTag, speedReversed);
if (speedReversed.value) {
orderedTargets = orderedTargets.reverse();
}
return orderedTargets.map(t => t.getFieldIndex() + (!t.isPlayer() ? BattlerIndex.ENEMY : 0));
}
executeForAll(func: PokemonFunc): void {
const field = this.scene.getField(true).filter(p => p.summonData);
field.forEach(pokemon => func(pokemon));
@ -2305,12 +2276,37 @@ export class TurnStartPhase extends FieldPhase {
super(scene);
}
start() {
super.start();
getOrder(): BattlerIndex[] {
const playerField = this.scene.getPlayerField().filter(p => p.isActive()) as Pokemon[];
const enemyField = this.scene.getEnemyField().filter(p => p.isActive()) as Pokemon[];
const field = this.scene.getField();
const order = this.getOrder();
// We shuffle the list before sorting so speed ties produce random results
let orderedTargets: Pokemon[] = playerField.concat(enemyField);
// We seed it with the current turn to prevent an inconsistency where it
// was varying based on how long since you last reloaded
this.scene.executeWithSeedOffset(() => {
orderedTargets = Utils.randSeedShuffle(orderedTargets);
}, this.scene.currentBattle.turn, this.scene.waveSeed);
orderedTargets.sort((a: Pokemon, b: Pokemon) => {
const aSpeed = a?.getBattleStat(Stat.SPD) || 0;
const bSpeed = b?.getBattleStat(Stat.SPD) || 0;
return bSpeed - aSpeed;
});
//Next, a check for Trick Room is applied. If Trick Room is present, the order is reversed.
const speedReversed = new Utils.BooleanHolder(false);
this.scene.arena.applyTags(TrickRoomTag, speedReversed);
if (speedReversed.value) {
orderedTargets = orderedTargets.reverse();
}
orderedTargets = orderedTargets.map(t => t.getFieldIndex() + (!t.isPlayer() ? BattlerIndex.ENEMY : 0));
//The creation of the battlerBypassSpeed object contains checks for the ability Quick Draw and the held item Quick Claw
//The ability Mycelium Might disables Quick Claw's activation when using a status move
const battlerBypassSpeed = {};
this.scene.getField(true).filter(p => p.summonData).map(p => {
@ -2324,7 +2320,7 @@ export class TurnStartPhase extends FieldPhase {
battlerBypassSpeed[p.getBattlerIndex()] = bypassSpeed;
});
const moveOrder = order.slice(0);
const moveOrder = orderedTargets.slice(0);
moveOrder.sort((a, b) => {
const aCommand = this.scene.currentBattle.turnCommands[a];
@ -2340,6 +2336,7 @@ export class TurnStartPhase extends FieldPhase {
const aMove = allMoves[aCommand.move!.move];//TODO: is the bang correct here?
const bMove = allMoves[bCommand!.move!.move];//TODO: is the bang correct here?
//The game now considers priority
const aPriority = new Utils.IntegerHolder(aMove.priority);
const bPriority = new Utils.IntegerHolder(bMove.priority);
@ -2363,15 +2360,23 @@ export class TurnStartPhase extends FieldPhase {
return battlerBypassSpeed[a].value ? -1 : 1;
}
const aIndex = order.indexOf(a);
const bIndex = order.indexOf(b);
const aIndex = orderedTargets.indexOf(a);
const bIndex = orderedTargets.indexOf(b);
return aIndex < bIndex ? -1 : aIndex > bIndex ? 1 : 0;
});
return moveOrder;
}
start() {
super.start();
const field = this.scene.getField();
const order = this.getOrder();
let orderIndex = 0;
for (const o of moveOrder) {
for (const o of order) {
const pokemon = field[o];
const turnCommand = this.scene.currentBattle.turnCommands[o];
@ -2432,7 +2437,6 @@ export class TurnStartPhase extends FieldPhase {
}
}
this.scene.pushPhase(new WeatherEffectPhase(this.scene));
for (const o of order) {