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* Clean up various phases Remove redundant code, utilize default parameters, clean up some leftover `strict-null` `TODO`s, replace `integer` with `number` * Replace `* as Utils` imports with named imports * Apply Biome
258 lines
11 KiB
TypeScript
258 lines
11 KiB
TypeScript
import { applyAbAttrs, BypassSpeedChanceAbAttr, PreventBypassSpeedChanceAbAttr } from "#app/data/ability";
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import { allMoves, MoveHeaderAttr } from "#app/data/moves/move";
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import { Abilities } from "#app/enums/abilities";
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import { Stat } from "#app/enums/stat";
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import type Pokemon from "#app/field/pokemon";
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import { PokemonMove } from "#app/field/pokemon";
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import { BypassSpeedChanceModifier } from "#app/modifier/modifier";
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import { Command } from "#app/ui/command-ui-handler";
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import { randSeedShuffle, BooleanHolder } from "#app/utils";
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import { AttemptCapturePhase } from "./attempt-capture-phase";
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import { AttemptRunPhase } from "./attempt-run-phase";
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import { BerryPhase } from "./berry-phase";
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import { FieldPhase } from "./field-phase";
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import { MoveHeaderPhase } from "./move-header-phase";
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import { MovePhase } from "./move-phase";
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import { SwitchSummonPhase } from "./switch-summon-phase";
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import { TurnEndPhase } from "./turn-end-phase";
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import { WeatherEffectPhase } from "./weather-effect-phase";
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import { CheckStatusEffectPhase } from "#app/phases/check-status-effect-phase";
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import { BattlerIndex } from "#app/battle";
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import { TrickRoomTag } from "#app/data/arena-tag";
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import { SwitchType } from "#enums/switch-type";
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import { globalScene } from "#app/global-scene";
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import { TeraPhase } from "./tera-phase";
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export class TurnStartPhase extends FieldPhase {
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/**
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* This orders the active Pokemon on the field by speed into an BattlerIndex array and returns that array.
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* It also checks for Trick Room and reverses the array if it is present.
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* @returns {@linkcode BattlerIndex[]} the battle indices of all pokemon on the field ordered by speed
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*/
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getSpeedOrder(): BattlerIndex[] {
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const playerField = globalScene.getPlayerField().filter(p => p.isActive()) as Pokemon[];
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const enemyField = globalScene.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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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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globalScene.executeWithSeedOffset(
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() => {
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orderedTargets = randSeedShuffle(orderedTargets);
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},
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globalScene.currentBattle.turn,
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globalScene.waveSeed,
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);
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// Next, a check for Trick Room is applied to determine sort order.
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const speedReversed = new BooleanHolder(false);
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globalScene.arena.applyTags(TrickRoomTag, false, speedReversed);
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// Adjust the sort function based on whether Trick Room is active.
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orderedTargets.sort((a: Pokemon, b: Pokemon) => {
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const aSpeed = a?.getEffectiveStat(Stat.SPD) ?? 0;
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const bSpeed = b?.getEffectiveStat(Stat.SPD) ?? 0;
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return speedReversed.value ? aSpeed - bSpeed : bSpeed - aSpeed;
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});
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return orderedTargets.map(t => t.getFieldIndex() + (!t.isPlayer() ? BattlerIndex.ENEMY : BattlerIndex.PLAYER));
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}
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/**
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* This takes the result of getSpeedOrder and applies priority / bypass speed attributes to it.
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* This also considers the priority levels of various commands and changes the result of getSpeedOrder based on such.
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* @returns {@linkcode BattlerIndex[]} the final sequence of commands for this turn
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*/
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getCommandOrder(): BattlerIndex[] {
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let moveOrder = this.getSpeedOrder();
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// The creation of the battlerBypassSpeed object contains checks for the ability Quick Draw and the held item Quick Claw
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// The ability Mycelium Might disables Quick Claw's activation when using a status move
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// This occurs before the main loop because of battles with more than two Pokemon
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const battlerBypassSpeed = {};
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globalScene
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.getField(true)
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.filter(p => p.summonData)
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.map(p => {
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const bypassSpeed = new BooleanHolder(false);
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const canCheckHeldItems = new BooleanHolder(true);
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applyAbAttrs(BypassSpeedChanceAbAttr, p, null, false, bypassSpeed);
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applyAbAttrs(PreventBypassSpeedChanceAbAttr, p, null, false, bypassSpeed, canCheckHeldItems);
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if (canCheckHeldItems.value) {
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globalScene.applyModifiers(BypassSpeedChanceModifier, p.isPlayer(), p, bypassSpeed);
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}
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battlerBypassSpeed[p.getBattlerIndex()] = bypassSpeed;
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});
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// The function begins sorting orderedTargets based on command priority, move priority, and possible speed bypasses.
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// Non-FIGHT commands (SWITCH, BALL, RUN) have a higher command priority and will always occur before any FIGHT commands.
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moveOrder = moveOrder.slice(0);
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moveOrder.sort((a, b) => {
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const aCommand = globalScene.currentBattle.turnCommands[a];
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const bCommand = globalScene.currentBattle.turnCommands[b];
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if (aCommand?.command !== bCommand?.command) {
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if (aCommand?.command === Command.FIGHT) {
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return 1;
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}
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if (bCommand?.command === Command.FIGHT) {
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return -1;
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}
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} else if (aCommand?.command === Command.FIGHT) {
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const aMove = allMoves[aCommand.move!.move];
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const bMove = allMoves[bCommand!.move!.move];
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const aUser = globalScene.getField(true).find(p => p.getBattlerIndex() === a)!;
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const bUser = globalScene.getField(true).find(p => p.getBattlerIndex() === b)!;
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const aPriority = aMove.getPriority(aUser, false);
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const bPriority = bMove.getPriority(bUser, false);
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// The game now checks for differences in priority levels.
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// If the moves share the same original priority bracket, it can check for differences in battlerBypassSpeed and return the result.
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// This conditional is used to ensure that Quick Claw can still activate with abilities like Stall and Mycelium Might (attack moves only)
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// Otherwise, the game returns the user of the move with the highest priority.
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const isSameBracket = Math.ceil(aPriority) - Math.ceil(bPriority) === 0;
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if (aPriority !== bPriority) {
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if (isSameBracket && battlerBypassSpeed[a].value !== battlerBypassSpeed[b].value) {
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return battlerBypassSpeed[a].value ? -1 : 1;
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}
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return aPriority < bPriority ? 1 : -1;
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}
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}
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// If there is no difference between the move's calculated priorities, the game checks for differences in battlerBypassSpeed and returns the result.
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if (battlerBypassSpeed[a].value !== battlerBypassSpeed[b].value) {
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return battlerBypassSpeed[a].value ? -1 : 1;
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}
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const aIndex = moveOrder.indexOf(a);
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const bIndex = moveOrder.indexOf(b);
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return aIndex < bIndex ? -1 : aIndex > bIndex ? 1 : 0;
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});
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return moveOrder;
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}
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start() {
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super.start();
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const field = globalScene.getField();
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const moveOrder = this.getCommandOrder();
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let orderIndex = 0;
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for (const o of this.getSpeedOrder()) {
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const pokemon = field[o];
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const preTurnCommand = globalScene.currentBattle.preTurnCommands[o];
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if (preTurnCommand?.skip) {
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continue;
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}
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switch (preTurnCommand?.command) {
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case Command.TERA:
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globalScene.pushPhase(new TeraPhase(pokemon));
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}
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}
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for (const o of moveOrder) {
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const pokemon = field[o];
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const turnCommand = globalScene.currentBattle.turnCommands[o];
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if (turnCommand?.skip) {
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continue;
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}
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switch (turnCommand?.command) {
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case Command.FIGHT:
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const queuedMove = turnCommand.move;
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pokemon.turnData.order = orderIndex++;
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if (!queuedMove) {
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continue;
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}
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const move =
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pokemon.getMoveset().find(m => m.moveId === queuedMove.move && m.ppUsed < m.getMovePp()) ||
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new PokemonMove(queuedMove.move);
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if (move.getMove().hasAttr(MoveHeaderAttr)) {
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globalScene.unshiftPhase(new MoveHeaderPhase(pokemon, move));
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}
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if (pokemon.isPlayer()) {
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if (turnCommand.cursor === -1) {
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globalScene.pushPhase(new MovePhase(pokemon, turnCommand.targets || turnCommand.move!.targets, move)); //TODO: is the bang correct here?
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} else {
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const playerPhase = new MovePhase(
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pokemon,
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turnCommand.targets || turnCommand.move!.targets,
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move,
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false,
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queuedMove.ignorePP,
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); //TODO: is the bang correct here?
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globalScene.pushPhase(playerPhase);
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}
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} else {
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globalScene.pushPhase(
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new MovePhase(
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pokemon,
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turnCommand.targets || turnCommand.move!.targets,
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move,
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false,
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queuedMove.ignorePP,
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),
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); //TODO: is the bang correct here?
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}
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break;
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case Command.BALL:
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globalScene.unshiftPhase(new AttemptCapturePhase(turnCommand.targets![0] % 2, turnCommand.cursor!)); //TODO: is the bang correct here?
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break;
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case Command.POKEMON:
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const switchType = turnCommand.args?.[0] ? SwitchType.BATON_PASS : SwitchType.SWITCH;
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globalScene.unshiftPhase(
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new SwitchSummonPhase(switchType, pokemon.getFieldIndex(), turnCommand.cursor!, true, pokemon.isPlayer()),
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);
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break;
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case Command.RUN:
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let runningPokemon = pokemon;
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if (globalScene.currentBattle.double) {
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const playerActivePokemon = field.filter(pokemon => {
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if (pokemon) {
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return pokemon.isPlayer() && pokemon.isActive();
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}
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return;
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});
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// if only one pokemon is alive, use that one
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if (playerActivePokemon.length > 1) {
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// find which active pokemon has faster speed
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const fasterPokemon =
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playerActivePokemon[0].getStat(Stat.SPD) > playerActivePokemon[1].getStat(Stat.SPD)
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? playerActivePokemon[0]
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: playerActivePokemon[1];
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// check if either active pokemon has the ability "Run Away"
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const hasRunAway = playerActivePokemon.find(p => p.hasAbility(Abilities.RUN_AWAY));
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runningPokemon = hasRunAway !== undefined ? hasRunAway : fasterPokemon;
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}
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}
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globalScene.unshiftPhase(new AttemptRunPhase(runningPokemon.getFieldIndex()));
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break;
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}
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}
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globalScene.pushPhase(new WeatherEffectPhase());
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globalScene.pushPhase(new BerryPhase());
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/** Add a new phase to check who should be taking status damage */
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globalScene.pushPhase(new CheckStatusEffectPhase(moveOrder));
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globalScene.pushPhase(new TurnEndPhase());
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/**
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* this.end() will call shiftPhase(), which dumps everything from PrependQueue (aka everything that is unshifted()) to the front
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* of the queue and dequeues to start the next phase
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* this is important since stuff like SwitchSummon, AttemptRun, AttemptCapture Phases break the "flow" and should take precedence
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*/
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this.end();
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}
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}
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