[BUG] Uturn faint switch bug fix (#2980)

* reordering adding switch phases for u-turn

* reverting some temp changes

* generalizing function

* adding PR suggestions

* nit indenting
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DustinLin 2024-07-18 16:03:57 -07:00 committed by GitHub
parent eb4604db26
commit 37526c8356
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4 changed files with 40 additions and 9 deletions

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@ -2084,6 +2084,24 @@ export default class BattleScene extends SceneBase {
}
}
/**
* Tries to add the input phase to index before target phase in the phaseQueue, else simply calls unshiftPhase()
* @param phase {@linkcode Phase} the phase to be added
* @param targetPhase {@linkcode Phase} the type of phase to search for in phaseQueue
* @returns boolean if a targetPhase was found and added
*/
prependToPhase(phase: Phase, targetPhase: Constructor<Phase>): boolean {
const targetIndex = this.phaseQueue.findIndex(ph => ph instanceof targetPhase);
if (targetIndex !== -1) {
this.phaseQueue.splice(targetIndex, 0, phase);
return true;
} else {
this.unshiftPhase(phase);
return false;
}
}
queueMessage(message: string, callbackDelay?: integer, prompt?: boolean, promptDelay?: integer, defer?: boolean) {
const phase = new MessagePhase(this, message, callbackDelay, prompt, promptDelay);
if (!defer) {

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@ -1,5 +1,5 @@
import { ChargeAnim, MoveChargeAnim, initMoveAnim, loadMoveAnimAssets } from "./battle-anims";
import { BattleEndPhase, MovePhase, NewBattlePhase, PartyStatusCurePhase, PokemonHealPhase, StatChangePhase, SwitchSummonPhase } from "../phases";
import { BattleEndPhase, MoveEndPhase, MovePhase, NewBattlePhase, PartyStatusCurePhase, PokemonHealPhase, StatChangePhase, SwitchSummonPhase } from "../phases";
import { BattleStat, getBattleStatName } from "./battle-stat";
import { EncoreTag, HelpingHandTag, SemiInvulnerableTag, TypeBoostTag } from "./battler-tags";
import { getPokemonMessage, getPokemonNameWithAffix } from "../messages";
@ -4578,10 +4578,11 @@ export class ForceSwitchOutAttr extends MoveEffectAttr {
// This ensures that the switch out only happens when the conditions are met
const switchOutTarget = this.user ? user : target;
if (switchOutTarget instanceof PlayerPokemon) {
if (switchOutTarget.hp) {
applyPreSwitchOutAbAttrs(PreSwitchOutAbAttr, switchOutTarget);
(switchOutTarget as PlayerPokemon).switchOut(this.batonPass, true).then(() => resolve(true));
} else {
if (switchOutTarget.hp > 0) {
applyPreSwitchOutAbAttrs(PreSwitchOutAbAttr, switchOutTarget);
// switchOut below sets the UI to select party(this is not a separate Phase), then adds a SwitchSummonPhase with selected 'mon
(switchOutTarget as PlayerPokemon).switchOut(this.batonPass, true).then(() => resolve(true));
} else {
resolve(false);
}
return;
@ -4594,8 +4595,9 @@ export class ForceSwitchOutAttr extends MoveEffectAttr {
switchOutTarget.scene.field.remove(switchOutTarget);
user.scene.triggerPokemonFormChange(switchOutTarget, SpeciesFormChangeActiveTrigger, true);
if (switchOutTarget.hp) {
user.scene.unshiftPhase(new SwitchSummonPhase(user.scene, switchOutTarget.getFieldIndex(), user.scene.currentBattle.trainer.getNextSummonIndex((switchOutTarget as EnemyPokemon).trainerSlot), false, this.batonPass, false));
if (switchOutTarget.hp > 0) {
// for opponent switching out
user.scene.prependToPhase(new SwitchSummonPhase(user.scene, switchOutTarget.getFieldIndex(), user.scene.currentBattle.trainer.getNextSummonIndex((switchOutTarget as EnemyPokemon).trainerSlot), false, this.batonPass, false), MoveEndPhase);
}
} else {
// Switch out logic for everything else

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@ -17,7 +17,7 @@ import { initMoveAnim, loadMoveAnimAssets } from "../data/battle-anims";
import { Status, StatusEffect, getRandomStatus } from "../data/status-effect";
import { pokemonEvolutions, pokemonPrevolutions, SpeciesFormEvolution, SpeciesEvolutionCondition, FusionSpeciesFormEvolution } from "../data/pokemon-evolutions";
import { reverseCompatibleTms, tmSpecies, tmPoolTiers } from "../data/tms";
import { DamagePhase, FaintPhase, LearnMovePhase, MoveEffectPhase, ObtainStatusEffectPhase, StatChangePhase, SwitchSummonPhase, ToggleDoublePositionPhase } from "../phases";
import { DamagePhase, FaintPhase, LearnMovePhase, MoveEffectPhase, ObtainStatusEffectPhase, StatChangePhase, SwitchSummonPhase, ToggleDoublePositionPhase, MoveEndPhase } from "../phases";
import { BattleStat } from "../data/battle-stat";
import { BattlerTag, BattlerTagLapseType, EncoreTag, GroundedTag, HighestStatBoostTag, TypeImmuneTag, getBattlerTag, SemiInvulnerableTag, TypeBoostTag } from "../data/battler-tags";
import { WeatherType } from "../data/weather";
@ -3087,7 +3087,7 @@ export class PlayerPokemon extends Pokemon {
this.scene.ui.setMode(Mode.PARTY, PartyUiMode.FAINT_SWITCH, this.getFieldIndex(), (slotIndex: integer, option: PartyOption) => {
if (slotIndex >= this.scene.currentBattle.getBattlerCount() && slotIndex < 6) {
this.scene.unshiftPhase(new SwitchSummonPhase(this.scene, this.getFieldIndex(), slotIndex, false, batonPass));
this.scene.prependToPhase(new SwitchSummonPhase(this.scene, this.getFieldIndex(), slotIndex, false, batonPass), MoveEndPhase);
}
if (removeFromField) {
this.setVisible(false);

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@ -1557,6 +1557,15 @@ export class SwitchSummonPhase extends SummonPhase {
private lastPokemon: Pokemon;
/**
* Constructor for creating a new SwitchSummonPhase
* @param scene {@linkcode BattleScene} the scene the phase is associated with
* @param fieldIndex integer representing position on the battle field
* @param slotIndex integer for the index of pokemon (in party of 6) to switch into
* @param doReturn boolean whether to render "comeback" dialogue
* @param batonPass boolean if the switch is from baton pass
* @param player boolean if the switch is from the player
*/
constructor(scene: BattleScene, fieldIndex: integer, slotIndex: integer, doReturn: boolean, batonPass: boolean, player?: boolean) {
super(scene, fieldIndex, player !== undefined ? player : true);
@ -1580,6 +1589,8 @@ export class SwitchSummonPhase extends SummonPhase {
}
}
// if doReturn === False OR slotIndex !== -1 (slotIndex is valid) and the pokemon doesn't exist/is false
// then switchAndSummon(), manually pick pokemon to switch into
if (!this.doReturn || (this.slotIndex !== -1 && !(this.player ? this.scene.getParty() : this.scene.getEnemyParty())[this.slotIndex])) {
if (this.player) {
return this.switchAndSummon();