[P2] Fix issue with Pokemon not evolving until the next floor and clean up `LevelUpPhase` (#4854)
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@ -1,59 +1,66 @@
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import BattleScene from "#app/battle-scene";
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import type BattleScene from "#app/battle-scene";
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import { ExpNotification } from "#app/enums/exp-notification";
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import { EvolutionPhase } from "#app/phases/evolution-phase";
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import { PlayerPokemon } from "#app/field/pokemon";
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import type { PlayerPokemon } from "#app/field/pokemon";
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import { getPokemonNameWithAffix } from "#app/messages";
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import { EvolutionPhase } from "#app/phases/evolution-phase";
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import { LearnMovePhase } from "#app/phases/learn-move-phase";
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import { PlayerPartyMemberPokemonPhase } from "#app/phases/player-party-member-pokemon-phase";
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import { LevelAchv } from "#app/system/achv";
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import { NumberHolder } from "#app/utils";
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import i18next from "i18next";
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import * as Utils from "#app/utils";
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import { PlayerPartyMemberPokemonPhase } from "./player-party-member-pokemon-phase";
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import { LearnMovePhase } from "./learn-move-phase";
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export class LevelUpPhase extends PlayerPartyMemberPokemonPhase {
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private lastLevel: integer;
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private level: integer;
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protected lastLevel: number;
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protected level: number;
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protected pokemon: PlayerPokemon = this.getPlayerPokemon();
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constructor(scene: BattleScene, partyMemberIndex: integer, lastLevel: integer, level: integer) {
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constructor(scene: BattleScene, partyMemberIndex: number, lastLevel: number, level: number) {
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super(scene, partyMemberIndex);
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this.lastLevel = lastLevel;
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this.level = level;
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this.scene = scene;
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}
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start() {
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public override start() {
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super.start();
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if (this.level > this.scene.gameData.gameStats.highestLevel) {
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this.scene.gameData.gameStats.highestLevel = this.level;
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}
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this.scene.validateAchvs(LevelAchv, new Utils.NumberHolder(this.level));
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this.scene.validateAchvs(LevelAchv, new NumberHolder(this.level));
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const pokemon = this.getPokemon();
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const prevStats = pokemon.stats.slice(0);
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pokemon.calculateStats();
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pokemon.updateInfo();
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const prevStats = this.pokemon.stats.slice(0);
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this.pokemon.calculateStats();
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this.pokemon.updateInfo();
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if (this.scene.expParty === ExpNotification.DEFAULT) {
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this.scene.playSound("level_up_fanfare");
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this.scene.ui.showText(i18next.t("battle:levelUp", { pokemonName: getPokemonNameWithAffix(this.getPokemon()), level: this.level }), null, () => this.scene.ui.getMessageHandler().promptLevelUpStats(this.partyMemberIndex, prevStats, false).then(() => this.end()), null, true);
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this.scene.ui.showText(
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i18next.t("battle:levelUp", { pokemonName: getPokemonNameWithAffix(this.pokemon), level: this.level }),
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null,
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() => this.scene.ui.getMessageHandler().promptLevelUpStats(this.partyMemberIndex, prevStats, false)
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.then(() => this.end()), null, true);
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} else if (this.scene.expParty === ExpNotification.SKIP) {
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this.end();
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} else {
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// we still want to display the stats if activated
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this.scene.ui.getMessageHandler().promptLevelUpStats(this.partyMemberIndex, prevStats, false).then(() => this.end());
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}
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}
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public override end() {
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if (this.lastLevel < 100) { // this feels like an unnecessary optimization
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const levelMoves = this.getPokemon().getLevelMoves(this.lastLevel + 1);
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for (const lm of levelMoves) {
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this.scene.unshiftPhase(new LearnMovePhase(this.scene, this.partyMemberIndex, lm[1]));
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}
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}
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if (!pokemon.pauseEvolutions) {
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const evolution = pokemon.getEvolution();
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if (!this.pokemon.pauseEvolutions) {
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const evolution = this.pokemon.getEvolution();
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if (evolution) {
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this.scene.unshiftPhase(new EvolutionPhase(this.scene, pokemon as PlayerPokemon, evolution, this.lastLevel));
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this.scene.unshiftPhase(new EvolutionPhase(this.scene, this.pokemon, evolution, this.lastLevel));
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}
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}
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return super.end();
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}
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}
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