[Bug] Fix a couple small issues with uturn and friends (#3321)

* prevent double-application of status contact abilities and switch out abilities

* use SwitchPhase for ForceSwitchOutAbAttr instead of switchOut()

* add tests for baton pass/uturn

* PR comments

* Update src/test/moves/baton_pass.test.ts

* add test for forced switch after mutual KO + revive

* tweak condition to fix uturn/baton pass

* improve docs

* style/typo nits from CR

Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>

* CR feedback

* use doSelectPartyPokemon + rename

* int -> number

Co-authored-by: Adrian T. <68144167+torranx@users.noreply.github.com>

---------

Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
Co-authored-by: Adrian T. <68144167+torranx@users.noreply.github.com>
This commit is contained in:
Alex Van Liew 2024-08-06 23:29:51 -07:00 committed by GitHub
parent d2e1340c0c
commit f555dd6dc8
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8 changed files with 376 additions and 35 deletions

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@ -1,5 +1,5 @@
import { ChargeAnim, MoveChargeAnim, initMoveAnim, loadMoveAnimAssets } from "./battle-anims";
import { BattleEndPhase, MoveEndPhase, MovePhase, NewBattlePhase, PartyStatusCurePhase, PokemonHealPhase, StatChangePhase, SwitchSummonPhase } from "../phases";
import { BattleEndPhase, MoveEndPhase, MovePhase, NewBattlePhase, PartyStatusCurePhase, PokemonHealPhase, StatChangePhase, SwitchPhase, SwitchSummonPhase } from "../phases";
import { BattleStat, getBattleStatName } from "./battle-stat";
import { EncoreTag, GulpMissileTag, HelpingHandTag, SemiInvulnerableTag, StockpilingTag, TypeBoostTag } from "./battler-tags";
import { getPokemonNameWithAffix } from "../messages";
@ -10,7 +10,7 @@ import { Constructor } from "#app/utils";
import * as Utils from "../utils";
import { WeatherType } from "./weather";
import { ArenaTagSide, ArenaTrapTag, WeakenMoveTypeTag } from "./arena-tag";
import { UnswappableAbilityAbAttr, UncopiableAbilityAbAttr, UnsuppressableAbilityAbAttr, BlockRecoilDamageAttr, BlockOneHitKOAbAttr, IgnoreContactAbAttr, MaxMultiHitAbAttr, applyAbAttrs, BlockNonDirectDamageAbAttr, applyPreSwitchOutAbAttrs, PreSwitchOutAbAttr, applyPostDefendAbAttrs, PostDefendContactApplyStatusEffectAbAttr, MoveAbilityBypassAbAttr, ReverseDrainAbAttr, FieldPreventExplosiveMovesAbAttr, ForceSwitchOutImmunityAbAttr, BlockItemTheftAbAttr, applyPostAttackAbAttrs, ConfusionOnStatusEffectAbAttr, HealFromBerryUseAbAttr, IgnoreProtectOnContactAbAttr, IgnoreMoveEffectsAbAttr, applyPreDefendAbAttrs, MoveEffectChanceMultiplierAbAttr, WonderSkinAbAttr, applyPreAttackAbAttrs, MoveTypeChangeAttr, UserFieldMoveTypePowerBoostAbAttr, FieldMoveTypePowerBoostAbAttr, AllyMoveCategoryPowerBoostAbAttr, VariableMovePowerAbAttr } from "./ability";
import { UnswappableAbilityAbAttr, UncopiableAbilityAbAttr, UnsuppressableAbilityAbAttr, BlockRecoilDamageAttr, BlockOneHitKOAbAttr, IgnoreContactAbAttr, MaxMultiHitAbAttr, applyAbAttrs, BlockNonDirectDamageAbAttr, MoveAbilityBypassAbAttr, ReverseDrainAbAttr, FieldPreventExplosiveMovesAbAttr, ForceSwitchOutImmunityAbAttr, BlockItemTheftAbAttr, applyPostAttackAbAttrs, ConfusionOnStatusEffectAbAttr, HealFromBerryUseAbAttr, IgnoreProtectOnContactAbAttr, IgnoreMoveEffectsAbAttr, applyPreDefendAbAttrs, MoveEffectChanceMultiplierAbAttr, WonderSkinAbAttr, applyPreAttackAbAttrs, MoveTypeChangeAttr, UserFieldMoveTypePowerBoostAbAttr, FieldMoveTypePowerBoostAbAttr, AllyMoveCategoryPowerBoostAbAttr, VariableMovePowerAbAttr } from "./ability";
import { allAbilities } from "./ability";
import { PokemonHeldItemModifier, BerryModifier, PreserveBerryModifier, PokemonMoveAccuracyBoosterModifier, AttackTypeBoosterModifier, PokemonMultiHitModifier } from "../modifier/modifier";
import { BattlerIndex, BattleType } from "../battle";
@ -4806,13 +4806,15 @@ export class ForceSwitchOutAttr extends MoveEffectAttr {
this.batonPass = !!batonPass;
}
isBatonPass() {
return this.batonPass;
}
apply(user: Pokemon, target: Pokemon, move: Move, args: any[]): Promise<boolean> {
return new Promise(resolve => {
// Check if the move category is not STATUS or if the switch out condition is not met
if (!this.getSwitchOutCondition()(user, target, move)) {
//Apply effects before switch out i.e. poison point, flame body, etc
applyPostDefendAbAttrs(PostDefendContactApplyStatusEffectAbAttr, target, user, move, null);
return resolve(false);
}
@ -4820,10 +4822,11 @@ export class ForceSwitchOutAttr extends MoveEffectAttr {
// This ensures that the switch out only happens when the conditions are met
const switchOutTarget = this.user ? user : target;
if (switchOutTarget instanceof PlayerPokemon) {
switchOutTarget.leaveField(!this.batonPass);
if (switchOutTarget.hp > 0) {
applyPreSwitchOutAbAttrs(PreSwitchOutAbAttr, switchOutTarget);
// switchOut below sets the UI to select party(this is not a separate Phase), then adds a SwitchSummonPhase with selected 'mon
(switchOutTarget as PlayerPokemon).switchOut(this.batonPass).then(() => resolve(true));
user.scene.prependToPhase(new SwitchPhase(user.scene, switchOutTarget.getFieldIndex(), true, true), MoveEndPhase);
resolve(true);
} else {
resolve(false);
}

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@ -4464,11 +4464,24 @@ export class PostGameOverPhase extends Phase {
}
}
/**
* Opens the party selector UI and transitions into a {@linkcode SwitchSummonPhase}
* for the player (if a switch would be valid for the current battle state).
*/
export class SwitchPhase extends BattlePhase {
protected fieldIndex: integer;
private isModal: boolean;
private doReturn: boolean;
/**
* Creates a new SwitchPhase
* @param scene {@linkcode BattleScene} Current battle scene
* @param fieldIndex Field index to switch out
* @param isModal Indicates if the switch should be forced (true) or is
* optional (false).
* @param doReturn Indicates if the party member on the field should be
* recalled to ball or has already left the field. Passed to {@linkcode SwitchSummonPhase}.
*/
constructor(scene: BattleScene, fieldIndex: integer, isModal: boolean, doReturn: boolean) {
super(scene);
@ -4480,13 +4493,17 @@ export class SwitchPhase extends BattlePhase {
start() {
super.start();
// Skip modal switch if impossible
// Skip modal switch if impossible (no remaining party members that aren't in battle)
if (this.isModal && !this.scene.getParty().filter(p => p.isAllowedInBattle() && !p.isActive(true)).length) {
return super.end();
}
// Skip if the fainted party member has been revived already
if (this.isModal && !this.scene.getParty()[this.fieldIndex].isFainted()) {
// Skip if the fainted party member has been revived already. doReturn is
// only passed as `false` from FaintPhase (as opposed to other usages such
// as ForceSwitchOutAttr or CheckSwitchPhase), so we only want to check this
// if the mon should have already been returned but is still alive and well
// on the field. see also; battle.test.ts
if (this.isModal && !this.doReturn && !this.scene.getParty()[this.fieldIndex].isFainted()) {
return super.end();
}

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@ -1,9 +1,24 @@
import { allSpecies } from "#app/data/pokemon-species";
import { TempBattleStat } from "#app/data/temp-battle-stat.js";
import { GameModes } from "#app/game-mode";
import { getGameMode } from "#app/game-mode.js";
import { CommandPhase, DamagePhase, EncounterPhase, EnemyCommandPhase, LoginPhase, SelectGenderPhase, SelectModifierPhase, SelectStarterPhase, SummonPhase, TitlePhase, TurnInitPhase, VictoryPhase } from "#app/phases";
import GameManager from "#test/utils/gameManager";
import { generateStarter, getMovePosition, } from "#test/utils/gameManagerUtils";
import {
BattleEndPhase,
CommandPhase, DamagePhase,
EncounterPhase,
EnemyCommandPhase,
LoginPhase,
NextEncounterPhase,
SelectGenderPhase,
SelectModifierPhase,
SelectStarterPhase,
SummonPhase,
SwitchPhase,
TitlePhase,
TurnInitPhase, VictoryPhase,
} from "#app/phases";
import GameManager from "#app/test/utils/gameManager";
import { generateStarter, getMovePosition, } from "#app/test/utils/gameManagerUtils";
import { Command } from "#app/ui/command-ui-handler";
import { Mode } from "#app/ui/ui";
import { Abilities } from "#enums/abilities";
@ -12,6 +27,7 @@ import { PlayerGender } from "#enums/player-gender";
import { Species } from "#enums/species";
import Phaser from "phaser";
import { afterEach, beforeAll, beforeEach, describe, expect, it } from "vitest";
import { SPLASH_ONLY } from "../utils/testUtils";
describe("Test Battle Phase", () => {
let phaserGame: Phaser.Game;
@ -312,5 +328,31 @@ describe("Test Battle Phase", () => {
await game.toNextWave();
expect(game.scene.currentBattle.waveIndex).toBeGreaterThan(waveIndex);
}, 20000);
it("does not force switch if active pokemon faints at same time as enemy mon and is revived in post-battle", async () => {
const moveToUse = Moves.TAKE_DOWN;
game.override
.battleType("single")
.starterSpecies(Species.SAWK)
.enemySpecies(Species.RATTATA)
.startingWave(1)
.startingLevel(100)
.moveset([moveToUse])
.enemyMoveset(SPLASH_ONLY)
.startingHeldItems([{ name: "TEMP_STAT_BOOSTER", type: TempBattleStat.ACC }]);
await game.startBattle();
game.scene.getPlayerPokemon().hp = 1;
game.doAttack(getMovePosition(game.scene, 0, moveToUse));
await game.phaseInterceptor.to(BattleEndPhase);
game.doRevivePokemon(0); // pretend max revive was picked
game.doSelectModifier();
game.onNextPrompt("SwitchPhase", Mode.PARTY, () => {
expect.fail("Switch was forced");
}, () => game.isCurrentPhase(NextEncounterPhase));
await game.phaseInterceptor.to(SwitchPhase);
}, 20000);
});

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@ -0,0 +1,93 @@
import { BattleStat } from "#app/data/battle-stat.js";
import { PostSummonPhase, TurnEndPhase } from "#app/phases.js";
import GameManager from "#app/test/utils/gameManager";
import { getMovePosition } from "#app/test/utils/gameManagerUtils";
import { Moves } from "#enums/moves";
import { Species } from "#enums/species";
import Phaser from "phaser";
import { afterEach, beforeAll, beforeEach, describe, expect, it } from "vitest";
import { SPLASH_ONLY } from "../utils/testUtils";
describe("Moves - Baton Pass", () => {
let phaserGame: Phaser.Game;
let game: GameManager;
beforeAll(() => {
phaserGame = new Phaser.Game({
type: Phaser.HEADLESS,
});
});
afterEach(() => {
game.phaseInterceptor.restoreOg();
});
beforeEach(() => {
game = new GameManager(phaserGame);
game.override
.battleType("single")
.enemySpecies(Species.DUGTRIO)
.startingLevel(1)
.startingWave(97)
.moveset([Moves.BATON_PASS, Moves.NASTY_PLOT, Moves.SPLASH])
.enemyMoveset(SPLASH_ONLY)
.disableCrits();
});
it("passes stat stage buffs when player uses it", async() => {
// arrange
await game.startBattle([
Species.RAICHU,
Species.SHUCKLE
]);
// round 1 - buff
game.doAttack(getMovePosition(game.scene, 0, Moves.NASTY_PLOT));
await game.toNextTurn();
expect(game.scene.getPlayerPokemon().summonData.battleStats[BattleStat.SPATK]).toEqual(2);
// round 2 - baton pass
game.doAttack(getMovePosition(game.scene, 0, Moves.BATON_PASS));
game.doSelectPartyPokemon(1);
await game.phaseInterceptor.to(TurnEndPhase);
// assert
expect(game.scene.getPlayerPokemon().species.speciesId).toEqual(Species.SHUCKLE);
expect(game.scene.getPlayerPokemon().summonData.battleStats[BattleStat.SPATK]).toEqual(2);
}, 20000);
it("passes stat stage buffs when AI uses it", async() => {
// arrange
game.override
.startingWave(5)
.enemyMoveset(new Array(4).fill([Moves.NASTY_PLOT]));
await game.startBattle([
Species.RAICHU,
Species.SHUCKLE
]);
// round 1 - ai buffs
game.doAttack(getMovePosition(game.scene, 0, Moves.SPLASH));
await game.toNextTurn();
// round 2 - baton pass
game.scene.getEnemyPokemon().hp = 100;
game.override.enemyMoveset(new Array(4).fill(Moves.BATON_PASS));
game.doAttack(getMovePosition(game.scene, 0, Moves.SPLASH));
await game.phaseInterceptor.to(PostSummonPhase, false);
// assert
// check buffs are still there
expect(game.scene.getEnemyPokemon().summonData.battleStats[BattleStat.SPATK]).toEqual(2);
// confirm that a switch actually happened. can't use species because I
// can't find a way to override trainer parties with more than 1 pokemon species
expect(game.scene.getEnemyPokemon().hp).not.toEqual(100);
expect(game.phaseInterceptor.log.slice(-4)).toEqual([
"MoveEffectPhase",
"SwitchSummonPhase",
"SummonPhase",
"PostSummonPhase"
]);
}, 20000);
});

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@ -0,0 +1,98 @@
import { Abilities } from "#app/enums/abilities.js";
import { SwitchPhase, TurnEndPhase } from "#app/phases";
import GameManager from "#app/test/utils/gameManager";
import { getMovePosition } from "#app/test/utils/gameManagerUtils";
import { Moves } from "#enums/moves";
import { Species } from "#enums/species";
import Phaser from "phaser";
import { afterEach, beforeAll, beforeEach, describe, expect, it, vi } from "vitest";
import { StatusEffect } from "#app/enums/status-effect.js";
import { SPLASH_ONLY } from "../utils/testUtils";
describe("Moves - U-turn", () => {
let phaserGame: Phaser.Game;
let game: GameManager;
beforeAll(() => {
phaserGame = new Phaser.Game({
type: Phaser.HEADLESS,
});
});
afterEach(() => {
game.phaseInterceptor.restoreOg();
});
beforeEach(() => {
game = new GameManager(phaserGame);
game.override
.battleType("single")
.enemySpecies(Species.GENGAR)
.startingLevel(90)
.startingWave(97)
.moveset([Moves.U_TURN])
.enemyMoveset(SPLASH_ONLY)
.disableCrits();
});
it("triggers regenerator a single time when a regenerator user switches out with u-turn", async() => {
// arrange
const playerHp = 1;
game.override.ability(Abilities.REGENERATOR);
await game.startBattle([
Species.RAICHU,
Species.SHUCKLE
]);
game.scene.getPlayerPokemon().hp = playerHp;
// act
game.doAttack(getMovePosition(game.scene, 0, Moves.U_TURN));
game.doSelectPartyPokemon(1);
await game.phaseInterceptor.to(TurnEndPhase);
// assert
expect(game.scene.getParty()[1].hp).toEqual(Math.floor(game.scene.getParty()[1].getMaxHp() * 0.33 + playerHp));
expect(game.phaseInterceptor.log).toContain("SwitchSummonPhase");
expect(game.scene.getPlayerPokemon().species.speciesId).toBe(Species.SHUCKLE);
}, 20000);
it("triggers rough skin on the u-turn user before a new pokemon is switched in", async() => {
// arrange
game.override.enemyAbility(Abilities.ROUGH_SKIN);
await game.startBattle([
Species.RAICHU,
Species.SHUCKLE
]);
// act
game.doAttack(getMovePosition(game.scene, 0, Moves.U_TURN));
game.doSelectPartyPokemon(1);
await game.phaseInterceptor.to(SwitchPhase, false);
// assert
expect(game.scene.getPlayerPokemon().hp).not.toEqual(game.scene.getPlayerPokemon().getMaxHp());
expect(game.scene.getEnemyPokemon().battleData.abilityRevealed).toBe(true); // proxy for asserting ability activated
expect(game.scene.getPlayerPokemon().species.speciesId).toEqual(Species.RAICHU);
expect(game.phaseInterceptor.log).not.toContain("SwitchSummonPhase");
}, 20000);
it("triggers contact abilities on the u-turn user (eg poison point) before a new pokemon is switched in", async() => {
// arrange
game.override.enemyAbility(Abilities.POISON_POINT);
await game.startBattle([
Species.RAICHU,
Species.SHUCKLE
]);
vi.spyOn(game.scene.getEnemyPokemon(), "randSeedInt").mockReturnValue(0);
// act
game.doAttack(getMovePosition(game.scene, 0, Moves.U_TURN));
await game.phaseInterceptor.to(SwitchPhase, false);
// assert
expect(game.scene.getPlayerPokemon().status?.effect).toEqual(StatusEffect.POISON);
expect(game.scene.getPlayerPokemon().species.speciesId).toEqual(Species.RAICHU);
expect(game.scene.getEnemyPokemon().battleData.abilityRevealed).toBe(true); // proxy for asserting ability activated
expect(game.phaseInterceptor.log).not.toContain("SwitchSummonPhase");
}, 20000);
});

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@ -1,7 +1,7 @@
import GameWrapper from "#test/utils/gameWrapper";
import { Mode } from "#app/ui/ui";
import { generateStarter, waitUntil } from "#test/utils/gameManagerUtils";
import { CommandPhase, EncounterPhase, FaintPhase, LoginPhase, NewBattlePhase, SelectStarterPhase, SelectTargetPhase, TitlePhase, TurnEndPhase, TurnInitPhase, TurnStartPhase } from "#app/phases";
import { CommandPhase, EncounterPhase, FaintPhase, LoginPhase, MovePhase, NewBattlePhase, SelectStarterPhase, SelectTargetPhase, TitlePhase, TurnEndPhase, TurnInitPhase, TurnStartPhase } from "#app/phases";
import BattleScene from "#app/battle-scene.js";
import PhaseInterceptor from "#test/utils/phaseInterceptor";
import TextInterceptor from "#test/utils/TextInterceptor";
@ -9,13 +9,12 @@ import { GameModes, getGameMode } from "#app/game-mode";
import fs from "fs";
import { AES, enc } from "crypto-js";
import { updateUserInfo } from "#app/account";
import InputsHandler from "#test/utils/inputsHandler";
import ErrorInterceptor from "#test/utils/errorInterceptor";
import InputsHandler from "#app/test/utils/inputsHandler";
import ErrorInterceptor from "#app/test/utils/errorInterceptor";
import { EnemyPokemon, PlayerPokemon } from "#app/field/pokemon";
import { MockClock } from "#test/utils/mocks/mockClock";
import { Command } from "#app/ui/command-ui-handler";
import ModifierSelectUiHandler from "#app/ui/modifier-select-ui-handler";
import PartyUiHandler, { PartyUiMode } from "#app/ui/party-ui-handler";
import { MockClock } from "#app/test/utils/mocks/mockClock";
import PartyUiHandler from "#app/ui/party-ui-handler";
import CommandUiHandler, { Command } from "#app/ui/command-ui-handler";
import Trainer from "#app/field/trainer";
import { ExpNotification } from "#enums/exp-notification";
import { GameDataType } from "#enums/game-data-type";
@ -28,6 +27,7 @@ import { OverridesHelper } from "./overridesHelper";
import { ModifierTypeOption, modifierTypes } from "#app/modifier/modifier-type.js";
import overrides from "#app/overrides.js";
import { removeEnemyHeldItems } from "./testUtils";
import ModifierSelectUiHandler from "#app/ui/modifier-select-ui-handler.js";
/**
* Class to manage the game state and transitions between phases.
@ -178,7 +178,7 @@ export default class GameManager {
if (move.isMultiTarget()) {
handler.processInput(Button.ACTION);
}
}, () => this.isCurrentPhase(CommandPhase) || this.isCurrentPhase(TurnEndPhase));
}, () => this.isCurrentPhase(CommandPhase) || this.isCurrentPhase(MovePhase) || this.isCurrentPhase(TurnEndPhase));
}
/**
@ -313,20 +313,20 @@ export default class GameManager {
}
/**
* Switch pokemon and transition to the enemy command phase
* Command an in-battle switch to another Pokemon via the main battle menu.
* @param pokemonIndex the index of the pokemon in your party to switch to
*/
doSwitchPokemon(pokemonIndex: number) {
this.onNextPrompt("CommandPhase", Mode.COMMAND, () => {
this.scene.ui.setMode(Mode.PARTY, PartyUiMode.SWITCH, (this.scene.getCurrentPhase() as CommandPhase).getPokemon().getFieldIndex(), null, PartyUiHandler.FilterNonFainted);
});
this.onNextPrompt("CommandPhase", Mode.PARTY, () => {
(this.scene.getCurrentPhase() as CommandPhase).handleCommand(Command.POKEMON, pokemonIndex, false);
(this.scene.ui.getHandler() as CommandUiHandler).setCursor(2);
(this.scene.ui.getHandler() as CommandUiHandler).processInput(Button.ACTION);
});
this.doSelectPartyPokemon(pokemonIndex, "CommandPhase");
}
/**
* Revive pokemon, currently player's only.
* Revive pokemon, currently players only.
* @param pokemonIndex the index of the pokemon in your party to revive
*/
doRevivePokemon(pokemonIndex: number) {
@ -335,4 +335,23 @@ export default class GameManager {
const modifier = candidate.type.newModifier(party[pokemonIndex]);
this.scene.addModifier(modifier, false);
}
/**
* Select a pokemon from the party menu. Only really handles the basic cases
* of the party UI, where you just need to navigate to a party slot and press
* Action twice - navigating any menus that come up after you select a party member
* is not supported.
* @param slot the index of the pokemon in your party to switch to
* @param inPhase Which phase to expect the selection to occur in. Typically
* non-command switch actions happen in SwitchPhase.
*/
doSelectPartyPokemon(slot: number, inPhase = "SwitchPhase") {
this.onNextPrompt(inPhase, Mode.PARTY, () => {
const partyHandler = this.scene.ui.getHandler() as PartyUiHandler;
partyHandler.setCursor(slot);
partyHandler.processInput(Button.ACTION); // select party slot
partyHandler.processInput(Button.ACTION); // send out (or whatever option is at the top)
});
}
}

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@ -42,7 +42,7 @@ import { QuietFormChangePhase } from "#app/form-change-phase";
export default class PhaseInterceptor {
public scene;
public phases = {};
public log;
public log: string[];
private onHold;
private interval;
private promptInterval;
@ -104,13 +104,20 @@ export default class PhaseInterceptor {
*/
constructor(scene) {
this.scene = scene;
this.log = [];
this.onHold = [];
this.prompts = [];
this.clearLogs();
this.startPromptHandler();
this.initPhases();
}
/**
* Clears phase logs
*/
clearLogs() {
this.log = [];
}
rejectAll(error) {
if (this.inProgress) {
clearInterval(this.promptInterval);

View File

@ -1,13 +1,13 @@
import { CommandPhase, SelectModifierPhase } from "../phases";
import BattleScene from "../battle-scene";
import { PlayerPokemon, PokemonMove } from "../field/pokemon";
import { MoveResult, PlayerPokemon, PokemonMove } from "../field/pokemon";
import { addBBCodeTextObject, addTextObject, getTextColor, TextStyle } from "./text";
import { Command } from "./command-ui-handler";
import MessageUiHandler from "./message-ui-handler";
import { Mode } from "./ui";
import * as Utils from "../utils";
import { PokemonBaseStatModifier, PokemonFormChangeItemModifier, PokemonHeldItemModifier, SwitchEffectTransferModifier } from "../modifier/modifier";
import { allMoves } from "../data/move";
import { allMoves, ForceSwitchOutAttr } from "../data/move";
import { getGenderColor, getGenderSymbol } from "../data/gender";
import { StatusEffect } from "../data/status-effect";
import PokemonIconAnimHandler, { PokemonIconAnimMode } from "./pokemon-icon-anim-handler";
@ -25,18 +25,69 @@ import { getPokemonNameWithAffix } from "#app/messages.js";
const defaultMessage = i18next.t("partyUiHandler:choosePokemon");
/**
* Indicates the reason why the party UI is being opened.
*/
export enum PartyUiMode {
/**
* Indicates that the party UI is open because of a user-opted switch. This
* type of switch can be cancelled.
*/
SWITCH,
/**
* Indicates that the party UI is open because of a faint or other forced
* switch (eg, move effect). This type of switch cannot be cancelled.
*/
FAINT_SWITCH,
/**
* Indicates that the party UI is open because of a start-of-encounter optional
* switch. This type of switch can be cancelled.
*/
POST_BATTLE_SWITCH,
/**
* Indicates that the party UI is open because of the move Revival Blessing.
* This selection cannot be cancelled.
*/
REVIVAL_BLESSING,
/**
* Indicates that the party UI is open to select a mon to apply a modifier to.
* This type of selection can be cancelled.
*/
MODIFIER,
/**
* Indicates that the party UI is open to select a mon to apply a move
* modifier to (such as an Ether or PP Up). This type of selection can be cancelled.
*/
MOVE_MODIFIER,
/**
* Indicates that the party UI is open to select a mon to teach a TM. This
* type of selection can be cancelled.
*/
TM_MODIFIER,
/**
* Indicates that the party UI is open to select a mon to remember a move.
* This type of selection can be cancelled.
*/
REMEMBER_MOVE_MODIFIER,
/**
* Indicates that the party UI is open to transfer items between mons. This
* type of selection can be cancelled.
*/
MODIFIER_TRANSFER,
/**
* Indicates that the party UI is open because of a DNA Splicer. This
* type of selection can be cancelled.
*/
SPLICE,
/**
* Indicates that the party UI is open to release a party member. This
* type of selection can be cancelled.
*/
RELEASE,
/**
* Indicates that the party UI is open to check the team. This
* type of selection can be cancelled.
*/
CHECK
}
@ -767,10 +818,21 @@ export default class PartyUiHandler extends MessageUiHandler {
case PartyUiMode.FAINT_SWITCH:
case PartyUiMode.POST_BATTLE_SWITCH:
if (this.cursor >= this.scene.currentBattle.getBattlerCount()) {
this.options.push(PartyOption.SEND_OUT);
if (this.partyUiMode !== PartyUiMode.FAINT_SWITCH
&& this.scene.findModifier(m => m instanceof SwitchEffectTransferModifier
&& (m as SwitchEffectTransferModifier).pokemonId === this.scene.getPlayerField()[this.fieldIndex].id)) {
const allowBatonModifierSwitch =
this.partyUiMode !== PartyUiMode.FAINT_SWITCH
&& this.scene.findModifier(m => m instanceof SwitchEffectTransferModifier
&& (m as SwitchEffectTransferModifier).pokemonId === this.scene.getPlayerField()[this.fieldIndex].id);
const moveHistory = this.scene.getPlayerField()[this.fieldIndex].getMoveHistory();
const isBatonPassMove = this.partyUiMode === PartyUiMode.FAINT_SWITCH && moveHistory.length && allMoves[moveHistory[moveHistory.length - 1].move].getAttrs(ForceSwitchOutAttr)[0]?.isBatonPass() && moveHistory[moveHistory.length - 1].result === MoveResult.SUCCESS;
// isBatonPassMove and allowBatonModifierSwitch shouldn't ever be true
// at the same time, because they both explicitly check for a mutually
// exclusive partyUiMode. But better safe than sorry.
this.options.push(isBatonPassMove && !allowBatonModifierSwitch ? PartyOption.PASS_BATON : PartyOption.SEND_OUT);
if (allowBatonModifierSwitch && !isBatonPassMove) {
// the BATON modifier gives an extra switch option for
// pokemon-command switches, allowing buffs to be optionally passed
this.options.push(PartyOption.PASS_BATON);
}
}