import Pokemon from "../field/pokemon"; import Move from "./move"; import { Type } from "./type"; import * as Utils from "../utils"; import { IncrementMovePriorityAbAttr, applyAbAttrs } from "./ability"; import { ProtectAttr } from "./move"; import { BattlerIndex } from "#app/battle.js"; import i18next from "i18next"; export enum TerrainType { NONE, MISTY, ELECTRIC, GRASSY, PSYCHIC } export class Terrain { public terrainType: TerrainType; public turnsLeft: integer; constructor(terrainType: TerrainType, turnsLeft?: integer) { this.terrainType = terrainType; this.turnsLeft = turnsLeft || 0; } lapse(): boolean { if (this.turnsLeft) { return !!--this.turnsLeft; } return true; } getAttackTypeMultiplier(attackType: Type): number { switch (this.terrainType) { case TerrainType.ELECTRIC: if (attackType === Type.ELECTRIC) { return 1.3; } break; case TerrainType.GRASSY: if (attackType === Type.GRASS) { return 1.3; } break; case TerrainType.PSYCHIC: if (attackType === Type.PSYCHIC) { return 1.3; } break; } return 1; } isMoveTerrainCancelled(user: Pokemon, targets: BattlerIndex[], move: Move): boolean { switch (this.terrainType) { case TerrainType.PSYCHIC: if (!move.hasAttr(ProtectAttr)) { const priority = new Utils.IntegerHolder(move.priority); applyAbAttrs(IncrementMovePriorityAbAttr, user, null, move, priority); // Cancels move if the move has positive priority and targets a Pokemon grounded on the Psychic Terrain return priority.value > 0 && user.getOpponents().some(o => targets.includes(o.getBattlerIndex()) && o.isGrounded()); } } return false; } } export function getTerrainName(terrainType: TerrainType): string { switch (terrainType) { case TerrainType.MISTY: return i18next.t("terrain:misty"); case TerrainType.ELECTRIC: return i18next.t("terrain:electric"); case TerrainType.GRASSY: return i18next.t("terrain:grassy"); case TerrainType.PSYCHIC: return i18next.t("terrain:psychic"); } return ""; } export function getTerrainColor(terrainType: TerrainType): [ integer, integer, integer ] { switch (terrainType) { case TerrainType.MISTY: return [ 232, 136, 200 ]; case TerrainType.ELECTRIC: return [ 248, 248, 120 ]; case TerrainType.GRASSY: return [ 120, 200, 80 ]; case TerrainType.PSYCHIC: return [ 160, 64, 160 ]; } return [ 0, 0, 0 ]; }