[Bug] Fix battle-anims crashing in certain cases (#5337)

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Sirz Benjie 2025-03-02 19:15:51 -06:00 committed by GitHub
parent 6f686a05e3
commit 5e469620ef
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@ -1,7 +1,20 @@
import { globalScene } from "#app/global-scene";
import { AttackMove, BeakBlastHeaderAttr, DelayedAttackAttr, MoveFlags, SelfStatusMove, allMoves } from "./move";
import {
AttackMove,
BeakBlastHeaderAttr,
DelayedAttackAttr,
MoveFlags,
SelfStatusMove,
allMoves,
} from "./move";
import type Pokemon from "../field/pokemon";
import * as Utils from "../utils";
import {
type nil,
getFrameMs,
getEnumKeys,
getEnumValues,
animationFileName,
} from "../utils";
import type { BattlerIndex } from "../battle";
import type { Element } from "json-stable-stringify";
import { Moves } from "#enums/moves";
@ -401,7 +414,7 @@ class AnimTimedUpdateBgEvent extends AnimTimedBgEvent {
if (Object.keys(tweenProps).length) {
globalScene.tweens.add(Object.assign({
targets: moveAnim.bgSprite,
duration: Utils.getFrameMs(this.duration * 3)
duration: getFrameMs(this.duration * 3)
}, tweenProps));
}
return this.duration * 2;
@ -437,7 +450,7 @@ class AnimTimedAddBgEvent extends AnimTimedBgEvent {
globalScene.tweens.add({
targets: moveAnim.bgSprite,
duration: Utils.getFrameMs(this.duration * 3)
duration: getFrameMs(this.duration * 3)
});
return this.duration * 2;
@ -455,8 +468,8 @@ export const encounterAnims = new Map<EncounterAnim, AnimConfig>();
export function initCommonAnims(): Promise<void> {
return new Promise(resolve => {
const commonAnimNames = Utils.getEnumKeys(CommonAnim);
const commonAnimIds = Utils.getEnumValues(CommonAnim);
const commonAnimNames = getEnumKeys(CommonAnim);
const commonAnimIds = getEnumValues(CommonAnim);
const commonAnimFetches: Promise<Map<CommonAnim, AnimConfig>>[] = [];
for (let ca = 0; ca < commonAnimIds.length; ca++) {
const commonAnimId = commonAnimIds[ca];
@ -493,7 +506,7 @@ export function initMoveAnim(move: Moves): Promise<void> {
const defaultMoveAnim = allMoves[move] instanceof AttackMove ? Moves.TACKLE : allMoves[move] instanceof SelfStatusMove ? Moves.FOCUS_ENERGY : Moves.TAIL_WHIP;
const fetchAnimAndResolve = (move: Moves) => {
globalScene.cachedFetch(`./battle-anims/${Utils.animationFileName(move)}.json`)
globalScene.cachedFetch(`./battle-anims/${animationFileName(move)}.json`)
.then(response => {
const contentType = response.headers.get("content-type");
if (!response.ok || contentType?.indexOf("application/json") === -1) {
@ -550,7 +563,7 @@ function useDefaultAnim(move: Moves, defaultMoveAnim: Moves) {
* @remarks use {@linkcode useDefaultAnim} to use a default animation
*/
function logMissingMoveAnim(move: Moves, ...optionalParams: any[]) {
const moveName = Utils.animationFileName(move);
const moveName = animationFileName(move);
console.warn(`Could not load animation file for move '${moveName}'`, ...optionalParams);
}
@ -560,7 +573,7 @@ function logMissingMoveAnim(move: Moves, ...optionalParams: any[]) {
*/
export async function initEncounterAnims(encounterAnim: EncounterAnim | EncounterAnim[]): Promise<void> {
const anims = Array.isArray(encounterAnim) ? encounterAnim : [ encounterAnim ];
const encounterAnimNames = Utils.getEnumKeys(EncounterAnim);
const encounterAnimNames = getEnumKeys(EncounterAnim);
const encounterAnimFetches: Promise<Map<EncounterAnim, AnimConfig>>[] = [];
for (const anim of anims) {
if (encounterAnims.has(anim) && !isNullOrUndefined(encounterAnims.get(anim))) {
@ -922,7 +935,7 @@ export abstract class BattleAnim {
let f = 0;
globalScene.tweens.addCounter({
duration: Utils.getFrameMs(3),
duration: getFrameMs(3),
repeat: anim?.frames.length ?? 0,
onRepeat: () => {
if (!f) {
@ -994,47 +1007,39 @@ export abstract class BattleAnim {
const moveSprite = sprites[graphicIndex];
if (spritePriorities[graphicIndex] !== frame.priority) {
spritePriorities[graphicIndex] = frame.priority;
/** Move the position that the moveSprite is rendered in based on the priority.
* @param priority The priority level to draw the sprite.
* - 0: Draw the sprite in front of the pokemon on the field.
* - 1: Draw the sprite in front of the user pokemon.
* - 2: Draw the sprite in front of its `bgSprite` (if it has one), or its
* `AnimFocus` (if that is user/target), otherwise behind everything.
* - 3: Draw the sprite behind its `AnimFocus` (if that is user/target), otherwise in front of everything.
*/
const setSpritePriority = (priority: number) => {
switch (priority) {
case 0:
globalScene.field.moveBelow(moveSprite as Phaser.GameObjects.GameObject, globalScene.getEnemyPokemon(false) ?? globalScene.getPlayerPokemon(false)!); // TODO: is this bang correct?
break;
case 1:
globalScene.field.moveTo(moveSprite, globalScene.field.getAll().length - 1);
break;
case 2:
switch (frame.focus) {
case AnimFocus.USER:
if (this.bgSprite) {
globalScene.field.moveAbove(moveSprite as Phaser.GameObjects.GameObject, this.bgSprite);
} else {
globalScene.field.moveBelow(moveSprite as Phaser.GameObjects.GameObject, this.user!); // TODO: is this bang correct?
}
break;
case AnimFocus.TARGET:
globalScene.field.moveBelow(moveSprite as Phaser.GameObjects.GameObject, this.target!); // TODO: is this bang correct?
break;
default:
setSpritePriority(1);
break;
}
break;
case 3:
switch (frame.focus) {
case AnimFocus.USER:
globalScene.field.moveAbove(moveSprite as Phaser.GameObjects.GameObject, this.user!); // TODO: is this bang correct?
break;
case AnimFocus.TARGET:
globalScene.field.moveAbove(moveSprite as Phaser.GameObjects.GameObject, this.target!); // TODO: is this bang correct?
break;
default:
setSpritePriority(1);
break;
}
break;
default:
setSpritePriority(1);
/** The sprite we are moving the moveSprite in relation to */
let targetSprite: Phaser.GameObjects.GameObject | nil;
/** The method that is being used to move the sprite.*/
let moveFunc: ((sprite: Phaser.GameObjects.GameObject, target: Phaser.GameObjects.GameObject) => void) |
((sprite: Phaser.GameObjects.GameObject) => void) = globalScene.field.bringToTop;
if (priority === 0) { // Place the sprite in front of the pokemon on the field.
targetSprite = globalScene.getEnemyField().find(p => p) ?? globalScene.getPlayerField().find(p => p);
console.log(typeof targetSprite);
moveFunc = globalScene.field.moveBelow;
} else if (priority === 2 && this.bgSprite) {
moveFunc = globalScene.field.moveAbove;
targetSprite = this.bgSprite;
} else if (priority === 2 || priority === 3) {
moveFunc = priority === 2 ? globalScene.field.moveBelow : globalScene.field.moveAbove;
if (frame.focus === AnimFocus.USER) {
targetSprite = this.user;
} else if (frame.focus === AnimFocus.TARGET) {
targetSprite = this.target;
}
}
// If target sprite is not undefined and exists in the field container, then move the sprite using the moveFunc.
// Otherwise, default to just bringing it to the top.
targetSprite && globalScene.field.exists(targetSprite) ? moveFunc.bind(globalScene.field)(moveSprite as Phaser.GameObjects.GameObject, targetSprite) : globalScene.field.bringToTop(moveSprite as Phaser.GameObjects.GameObject);
};
setSpritePriority(frame.priority);
}
@ -1052,11 +1057,13 @@ export abstract class BattleAnim {
}
}
if (anim?.frameTimedEvents.has(f)) {
for (const event of anim.frameTimedEvents.get(f)!) { // TODO: is this bang correct?
r = Math.max((anim.frames.length - f) + event.execute(this), r);
const base = anim.frames.length - f;
// Bang is correct due to `has` check above, which cannot return true for an undefined / null `f`
for (const event of anim.frameTimedEvents.get(f)!) {
r = Math.max(base + event.execute(this), r);
}
}
const targets = Utils.getEnumValues(AnimFrameTarget);
const targets = getEnumValues(AnimFrameTarget);
for (const i of targets) {
const count = i === AnimFrameTarget.GRAPHIC ? g : i === AnimFrameTarget.USER ? u : t;
if (count < spriteCache[i].length) {
@ -1084,7 +1091,7 @@ export abstract class BattleAnim {
}
if (r) {
globalScene.tweens.addCounter({
duration: Utils.getFrameMs(r),
duration: getFrameMs(r),
onComplete: () => cleanUpAndComplete()
});
} else {
@ -1166,7 +1173,7 @@ export abstract class BattleAnim {
let existingFieldSprites = globalScene.field.getAll().slice(0);
globalScene.tweens.addCounter({
duration: Utils.getFrameMs(3) * frameTimeMult,
duration: getFrameMs(3) * frameTimeMult,
repeat: anim!.frames.length,
onRepeat: () => {
existingFieldSprites = globalScene.field.getAll().slice(0);
@ -1215,11 +1222,12 @@ export abstract class BattleAnim {
}
}
if (anim?.frameTimedEvents.get(frameCount)) {
const base = anim.frames.length - frameCount;
for (const event of anim.frameTimedEvents.get(frameCount)!) {
totalFrames = Math.max((anim.frames.length - frameCount) + event.execute(this, frameTimedEventPriority), totalFrames);
totalFrames = Math.max(base + event.execute(this, frameTimedEventPriority), totalFrames);
}
}
const targets = Utils.getEnumValues(AnimFrameTarget);
const targets = getEnumValues(AnimFrameTarget);
for (const i of targets) {
const count = graphicFrameCount;
if (count < spriteCache[i].length) {
@ -1244,7 +1252,7 @@ export abstract class BattleAnim {
}
if (totalFrames) {
globalScene.tweens.addCounter({
duration: Utils.getFrameMs(totalFrames),
duration: getFrameMs(totalFrames),
onComplete: () => cleanUpAndComplete()
});
} else {
@ -1342,15 +1350,15 @@ export class EncounterBattleAnim extends BattleAnim {
}
export async function populateAnims() {
const commonAnimNames = Utils.getEnumKeys(CommonAnim).map(k => k.toLowerCase());
const commonAnimNames = getEnumKeys(CommonAnim).map(k => k.toLowerCase());
const commonAnimMatchNames = commonAnimNames.map(k => k.replace(/\_/g, ""));
const commonAnimIds = Utils.getEnumValues(CommonAnim) as CommonAnim[];
const chargeAnimNames = Utils.getEnumKeys(ChargeAnim).map(k => k.toLowerCase());
const commonAnimIds = getEnumValues(CommonAnim) as CommonAnim[];
const chargeAnimNames = getEnumKeys(ChargeAnim).map(k => k.toLowerCase());
const chargeAnimMatchNames = chargeAnimNames.map(k => k.replace(/\_/g, " "));
const chargeAnimIds = Utils.getEnumValues(ChargeAnim) as ChargeAnim[];
const chargeAnimIds = getEnumValues(ChargeAnim) as ChargeAnim[];
const commonNamePattern = /name: (?:Common:)?(Opp )?(.*)/;
const moveNameToId = {};
for (const move of Utils.getEnumValues(Moves).slice(1)) {
for (const move of getEnumValues(Moves).slice(1)) {
const moveName = Moves[move].toUpperCase().replace(/\_/g, "");
moveNameToId[moveName] = move;
}