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Use getBattleStat instead of getStat in BattleStatRatioPowerAttr (#742)
* Use getBattleStat instead of getStat in BattleStatRatioPowerAttr * Change unnecessary let into const * Refactor BattleStatRatioPowerAttr into two distinct classes * Add TSDoc for the new classes
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@ -2129,36 +2129,27 @@ export class WeightPowerAttr extends VariablePowerAttr {
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}
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}
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export class BattleStatRatioPowerAttr extends VariablePowerAttr {
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private stat: Stat;
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private invert: boolean;
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constructor(stat: Stat, invert: boolean = false) {
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super();
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this.stat = stat;
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this.invert = invert;
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}
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/**
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* Attribute used for Electro Ball move.
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* @extends VariablePowerAttr
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* @see {@linkcode apply}
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**/
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export class ElectroBallPowerAttr extends VariablePowerAttr {
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/**
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* Move that deals more damage the faster {@linkcode BattleStat.SPD}
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* the user is compared to the target.
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* @param user Pokemon that used the move
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* @param target The target of the move
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* @param move Move with this attribute
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* @param args N/A
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* @returns true if the function succeeds
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*/
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apply(user: Pokemon, target: Pokemon, move: Move, args: any[]): boolean {
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const power = args[0] as Utils.NumberHolder;
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const statRatio = target.getStat(this.stat) / user.getStat(this.stat);
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const statRatio = target.getBattleStat(Stat.SPD) / user.getBattleStat(Stat.SPD);
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const statThresholds = [ 0.25, 1 / 3, 0.5, 1, -1 ];
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let statThresholdPowers = [ 150, 120, 80, 60, 40 ];
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if (this.invert) {
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// Gyro ball uses a specific formula
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let userSpeed = user.getBattleStat(this.stat);
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if (userSpeed < 1) {
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// Gen 6+ always have 1 base power
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power.value = 1;
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return true;
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}
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let bp = Math.floor(Math.min(150, 25 * target.getBattleStat(this.stat) / userSpeed + 1));
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power.value = bp;
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return true;
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}
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const statThresholdPowers = [ 150, 120, 80, 60, 40 ];
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let w = 0;
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while (w < statThresholds.length - 1 && statRatio > statThresholds[w]) {
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@ -2167,7 +2158,36 @@ export class BattleStatRatioPowerAttr extends VariablePowerAttr {
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}
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power.value = statThresholdPowers[w];
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return true;
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}
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}
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/**
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* Attribute used for Gyro Ball move.
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* @extends VariablePowerAttr
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* @see {@linkcode apply}
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**/
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export class GyroBallPowerAttr extends VariablePowerAttr {
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/**
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* Move that deals more damage the slower {@linkcode BattleStat.SPD}
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* the user is compared to the target.
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* @param user Pokemon that used the move
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* @param target The target of the move
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* @param move Move with this attribute
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* @param args N/A
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* @returns true if the function succeeds
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*/
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apply(user: Pokemon, target: Pokemon, move: Move, args: any[]): boolean {
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const power = args[0] as Utils.NumberHolder;
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const userSpeed = user.getBattleStat(Stat.SPD);
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if (userSpeed < 1) {
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// Gen 6+ always have 1 base power
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power.value = 1;
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return true;
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}
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power.value = Math.floor(Math.min(150, 25 * target.getBattleStat(Stat.SPD) / userSpeed + 1));
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return true;
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}
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}
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@ -5388,7 +5408,7 @@ export function initMoves() {
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.attr(StatChangeAttr, BattleStat.SPD, -1, true)
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.punchingMove(),
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new AttackMove(Moves.GYRO_BALL, Type.STEEL, MoveCategory.PHYSICAL, -1, 100, 5, -1, 0, 4)
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.attr(BattleStatRatioPowerAttr, Stat.SPD, true)
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.attr(GyroBallPowerAttr)
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.ballBombMove(),
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new SelfStatusMove(Moves.HEALING_WISH, Type.PSYCHIC, -1, 10, -1, 0, 4)
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.attr(SacrificialFullRestoreAttr)
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@ -5741,7 +5761,7 @@ export function initMoves() {
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.condition(unknownTypeCondition)
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.attr(hitsSameTypeAttr),
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new AttackMove(Moves.ELECTRO_BALL, Type.ELECTRIC, MoveCategory.SPECIAL, -1, 100, 10, -1, 0, 5)
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.attr(BattleStatRatioPowerAttr, Stat.SPD)
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.attr(ElectroBallPowerAttr)
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.ballBombMove(),
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new StatusMove(Moves.SOAK, Type.WATER, 100, 20, -1, 0, 5)
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.attr(ChangeTypeAttr, Type.WATER),
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