[Beta][QoL] Improved cursor memory for target selection in Doubles (#4849)
* Added more intelligent cursor memory for target selection in Doubles * Added documentation * Fixed variable name. * Apply suggestions from code review Co-authored-by: Moka <54149968+MokaStitcher@users.noreply.github.com> --------- Co-authored-by: frutescens <info@laptop> Co-authored-by: Moka <54149968+MokaStitcher@users.noreply.github.com>
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@ -13,9 +13,11 @@ import { SubstituteTag } from "#app/data/battler-tags";
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export type TargetSelectCallback = (targets: BattlerIndex[]) => void;
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export default class TargetSelectUiHandler extends UiHandler {
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private fieldIndex: integer;
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private fieldIndex: number;
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private move: Moves;
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private targetSelectCallback: TargetSelectCallback;
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private cursor0: number; // associated with BattlerIndex.PLAYER
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private cursor1: number; // associated with BattlerIndex.PLAYER_2
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private isMultipleTargets: boolean = false;
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private targets: BattlerIndex[];
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@ -42,8 +44,9 @@ export default class TargetSelectUiHandler extends UiHandler {
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this.fieldIndex = args[0] as integer;
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this.move = args[1] as Moves;
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this.targetSelectCallback = args[2] as TargetSelectCallback;
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const user = this.scene.getPlayerField()[this.fieldIndex];
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const moveTargets = getMoveTargets(this.scene.getPlayerField()[this.fieldIndex], this.move);
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const moveTargets = getMoveTargets(user, this.move);
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this.targets = moveTargets.targets;
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this.isMultipleTargets = moveTargets.multiple ?? false;
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@ -53,11 +56,29 @@ export default class TargetSelectUiHandler extends UiHandler {
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this.enemyModifiers = this.scene.getModifierBar(true);
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this.setCursor(this.targets.includes(this.cursor) ? this.cursor : this.targets[0]);
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if (this.fieldIndex === BattlerIndex.PLAYER) {
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this.resetCursor(this.cursor0, user);
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} else if (this.fieldIndex === BattlerIndex.PLAYER_2) {
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this.resetCursor(this.cursor1, user);
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}
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return true;
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}
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/**
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* Determines what value to assign the main cursor based on the previous turn's target or the user's status
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* @param cursorN the cursor associated with the user's field index
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* @param user the Pokemon using the move
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*/
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resetCursor(cursorN: number, user: Pokemon): void {
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if (!Utils.isNullOrUndefined(cursorN)) {
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if ([ BattlerIndex.PLAYER, BattlerIndex.PLAYER_2 ].includes(cursorN) || user.battleSummonData.waveTurnCount === 1) {
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// Reset cursor on the first turn of a fight or if an ally was targeted last turn
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cursorN = -1;
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}
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}
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this.setCursor(this.targets.includes(cursorN) ? cursorN : this.targets[0]);
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}
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processInput(button: Button): boolean {
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const ui = this.getUi();
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@ -67,6 +88,15 @@ export default class TargetSelectUiHandler extends UiHandler {
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const targetIndexes: BattlerIndex[] = this.isMultipleTargets ? this.targets : [ this.cursor ];
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this.targetSelectCallback(button === Button.ACTION ? targetIndexes : []);
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success = true;
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if (this.fieldIndex === BattlerIndex.PLAYER) {
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if (Utils.isNullOrUndefined(this.cursor0) || this.cursor0 !== this.cursor) {
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this.cursor0 = this.cursor;
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}
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} else if (this.fieldIndex === BattlerIndex.PLAYER_2) {
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if (Utils.isNullOrUndefined(this.cursor1) || this.cursor1 !== this.cursor) {
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this.cursor1 = this.cursor;
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}
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}
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} else if (this.isMultipleTargets) {
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success = false;
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} else {
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@ -152,7 +182,6 @@ export default class TargetSelectUiHandler extends UiHandler {
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yoyo: true
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}));
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});
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return ret;
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}
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@ -184,7 +213,6 @@ export default class TargetSelectUiHandler extends UiHandler {
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}
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clear() {
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this.cursor = -1;
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super.clear();
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this.eraseCursor();
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}
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