Also add missing function return types
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@ -8,10 +8,6 @@ import { SpeciesFormChangePreMoveTrigger } from "#app/data/pokemon-forms";
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import { getStatusEffectActivationText, getStatusEffectHealText } from "#app/data/status-effect";
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import { Type } from "#app/data/type";
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import { getTerrainBlockMessage } from "#app/data/weather";
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import { Abilities } from "#app/enums/abilities";
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import { BattlerTagType } from "#app/enums/battler-tag-type";
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import { Moves } from "#app/enums/moves";
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import { StatusEffect } from "#app/enums/status-effect";
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import { MoveUsedEvent } from "#app/events/battle-scene";
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import Pokemon, { MoveResult, PokemonMove, TurnMove } from "#app/field/pokemon";
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import { getPokemonNameWithAffix } from "#app/messages";
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@ -20,7 +16,11 @@ import { CommonAnimPhase } from "#app/phases/common-anim-phase";
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import { MoveEffectPhase } from "#app/phases/move-effect-phase";
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import { MoveEndPhase } from "#app/phases/move-end-phase";
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import { ShowAbilityPhase } from "#app/phases/show-ability-phase";
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import * as Utils from "#app/utils";
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import { BooleanHolder, NumberHolder } from "#app/utils";
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import { Abilities } from "#enums/abilities";
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import { BattlerTagType } from "#enums/battler-tag-type";
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import { Moves } from "#enums/moves";
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import { StatusEffect } from "#enums/status-effect";
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import i18next from "i18next";
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export class MovePhase extends BattlePhase {
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@ -89,7 +89,7 @@ export class MovePhase extends BattlePhase {
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this.cancelled = true;
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}
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public start() {
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public start(): void {
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super.start();
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console.log(Moves[this.move.moveId]);
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@ -140,7 +140,7 @@ export class MovePhase extends BattlePhase {
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}
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/** Check for cancellation edge cases - no targets remaining, or {@linkcode Moves.NONE} is in the queue */
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protected resolveFinalPreMoveCancellationChecks() {
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protected resolveFinalPreMoveCancellationChecks(): void {
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const targets = this.getActiveTargetPokemon();
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const moveQueue = this.pokemon.getMoveQueue();
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@ -150,14 +150,14 @@ export class MovePhase extends BattlePhase {
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}
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}
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public getActiveTargetPokemon() {
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public getActiveTargetPokemon(): Pokemon[] {
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return this.scene.getField(true).filter(p => this.targets.includes(p.getBattlerIndex()));
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}
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/**
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* Handles {@link StatusEffect.SLEEP Sleep}/{@link StatusEffect.PARALYSIS Paralysis}/{@link StatusEffect.FREEZE Freeze} rolls and side effects.
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*/
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protected resolvePreMoveStatusEffects() {
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protected resolvePreMoveStatusEffects(): void {
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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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@ -198,7 +198,7 @@ export class MovePhase extends BattlePhase {
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* Lapse {@linkcode BattlerTagLapseType.PRE_MOVE PRE_MOVE} tags that trigger before a move is used, regardless of whether or not it failed.
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* Also lapse {@linkcode BattlerTagLapseType.MOVE MOVE} tags if the move should be successful.
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*/
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protected lapsePreMoveAndMoveTags() {
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protected lapsePreMoveAndMoveTags(): void {
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this.pokemon.lapseTags(BattlerTagLapseType.PRE_MOVE);
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// TODO: does this intentionally happen before the no targets/Moves.NONE on queue cancellation case is checked?
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@ -207,7 +207,7 @@ export class MovePhase extends BattlePhase {
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}
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}
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protected useMove() {
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protected useMove(): void {
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const targets = this.getActiveTargetPokemon();
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const moveQueue = this.pokemon.getMoveQueue();
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@ -217,7 +217,8 @@ export class MovePhase extends BattlePhase {
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this.showMoveText();
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// TODO: Clean up implementation of two-turn moves.
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if (moveQueue.length > 0) { // Using .shift here clears out two turn moves once they've been used
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if (moveQueue.length > 0) {
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// Using .shift here clears out two turn moves once they've been used
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this.ignorePp = moveQueue.shift()?.ignorePP ?? false;
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}
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@ -226,7 +227,7 @@ export class MovePhase extends BattlePhase {
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const ppUsed = 1 + this.getPpIncreaseFromPressure(targets);
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this.move.usePp(ppUsed);
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this.scene.eventTarget.dispatchEvent(new MoveUsedEvent(this.pokemon?.id, this.move.getMove(), 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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// Update the battle's "last move" pointer, unless we're currently mimicking a move.
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@ -275,7 +276,7 @@ export class MovePhase extends BattlePhase {
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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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let failedText: string | undefined;
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const failureMessage = move.getFailedText(this.pokemon, targets[0], move, new Utils.BooleanHolder(false));
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const failureMessage = move.getFailedText(this.pokemon, targets[0], move, new BooleanHolder(false));
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if (failureMessage) {
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failedText = failureMessage;
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@ -299,7 +300,7 @@ export class MovePhase extends BattlePhase {
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* Queues a {@linkcode MoveEndPhase} if the move wasn't a {@linkcode followUp} and {@linkcode canMove()} returns `true`,
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* then ends the phase.
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*/
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public end() {
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public end(): void {
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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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@ -313,7 +314,7 @@ export class MovePhase extends BattlePhase {
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*
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* TODO: This hardcodes the PP increase at 1 per opponent, rather than deferring to the ability.
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*/
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public getPpIncreaseFromPressure(targets: Pokemon[]) {
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public getPpIncreaseFromPressure(targets: Pokemon[]): number {
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const foesWithPressure = this.pokemon.getOpponents().filter(o => targets.includes(o) && o.isActive(true) && o.hasAbilityWithAttr(IncreasePpAbAttr));
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return foesWithPressure.length;
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}
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@ -323,10 +324,10 @@ export class MovePhase extends BattlePhase {
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* - Move redirection abilities, effects, etc.
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* - Counterattacks, which pass a special value into the `targets` constructor param (`[`{@linkcode BattlerIndex.ATTACKER}`]`).
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*/
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protected resolveRedirectTarget() {
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protected resolveRedirectTarget(): void {
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if (this.targets.length === 1) {
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const currentTarget = this.targets[0];
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const redirectTarget = new Utils.NumberHolder(currentTarget);
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const redirectTarget = new NumberHolder(currentTarget);
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// check move redirection abilities of every pokemon *except* the user.
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this.scene.getField(true).filter(p => p !== this.pokemon).forEach(p => applyAbAttrs(RedirectMoveAbAttr, p, null, false, this.move.moveId, redirectTarget));
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@ -372,7 +373,7 @@ export class MovePhase extends BattlePhase {
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* If there is no last attacker, or they are no longer on the field, a message is displayed and the
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* move is marked for failure.
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*/
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protected resolveCounterAttackTarget() {
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protected resolveCounterAttackTarget(): void {
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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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this.targets[0] = this.pokemon.turnData.attacksReceived[0].sourceBattlerIndex;
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@ -411,7 +412,7 @@ export class MovePhase extends BattlePhase {
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*
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* TODO: handle charge moves more gracefully
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*/
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protected handlePreMoveFailures() {
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protected handlePreMoveFailures(): void {
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if (this.cancelled || this.failed) {
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if (this.failed) {
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const ppUsed = this.ignorePp ? 0 : 1;
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