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Make speed ties seed based on current turn (#2044)
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@ -661,7 +661,14 @@ export abstract class FieldPhase extends BattlePhase {
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const enemyField = this.scene.getEnemyField().filter(p => p.isActive()) as Pokemon[];
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const enemyField = this.scene.getEnemyField().filter(p => p.isActive()) as Pokemon[];
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// We shuffle the list before sorting so speed ties produce random results
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// We shuffle the list before sorting so speed ties produce random results
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let orderedTargets: Pokemon[] = Utils.randSeedShuffle(playerField.concat(enemyField)).sort((a: Pokemon, b: Pokemon) => {
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let orderedTargets: Pokemon[] = playerField.concat(enemyField);
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// We seed it with the current turn to prevent an inconsistency where it
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// was varying based on how long since you last reloaded
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this.scene.executeWithSeedOffset(() => {
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orderedTargets = Utils.randSeedShuffle(orderedTargets);
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}, this.scene.currentBattle.turn, this.scene.waveSeed);
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orderedTargets.sort((a: Pokemon, b: Pokemon) => {
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const aSpeed = a?.getBattleStat(Stat.SPD) || 0;
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const aSpeed = a?.getBattleStat(Stat.SPD) || 0;
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const bSpeed = b?.getBattleStat(Stat.SPD) || 0;
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const bSpeed = b?.getBattleStat(Stat.SPD) || 0;
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