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- remove any `.js` extension imports - remove unncessary dynamic imports of `modifier.ts` file. The file was being imported statically & dynamically. Made it pure static - increase vite chunk-size warning limit Co-authored-by: Mumble <171087428+frutescens@users.noreply.github.com>
66 lines
3.0 KiB
TypeScript
66 lines
3.0 KiB
TypeScript
import BattleScene from "#app/battle-scene";
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import PartyUiHandler, { PartyUiMode, PartyOption } from "#app/ui/party-ui-handler";
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import { Mode } from "#app/ui/ui";
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import { BattlePhase } from "./battle-phase";
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import { SwitchSummonPhase } from "./switch-summon-phase";
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/**
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* Opens the party selector UI and transitions into a {@linkcode SwitchSummonPhase}
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* for the player (if a switch would be valid for the current battle state).
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*/
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export class SwitchPhase extends BattlePhase {
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protected fieldIndex: integer;
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private isModal: boolean;
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private doReturn: boolean;
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/**
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* Creates a new SwitchPhase
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* @param scene {@linkcode BattleScene} Current battle scene
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* @param fieldIndex Field index to switch out
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* @param isModal Indicates if the switch should be forced (true) or is
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* optional (false).
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* @param doReturn Indicates if the party member on the field should be
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* recalled to ball or has already left the field. Passed to {@linkcode SwitchSummonPhase}.
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*/
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constructor(scene: BattleScene, fieldIndex: integer, isModal: boolean, doReturn: boolean) {
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super(scene);
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this.fieldIndex = fieldIndex;
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this.isModal = isModal;
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this.doReturn = doReturn;
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}
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start() {
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super.start();
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// Skip modal switch if impossible (no remaining party members that aren't in battle)
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if (this.isModal && !this.scene.getParty().filter(p => p.isAllowedInBattle() && !p.isActive(true)).length) {
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return super.end();
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}
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// Skip if the fainted party member has been revived already. doReturn is
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// only passed as `false` from FaintPhase (as opposed to other usages such
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// as ForceSwitchOutAttr or CheckSwitchPhase), so we only want to check this
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// if the mon should have already been returned but is still alive and well
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// on the field. see also; battle.test.ts
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if (this.isModal && !this.doReturn && !this.scene.getParty()[this.fieldIndex].isFainted()) {
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return super.end();
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}
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// Check if there is any space still in field
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if (this.isModal && this.scene.getPlayerField().filter(p => p.isAllowedInBattle() && p.isActive(true)).length >= this.scene.currentBattle.getBattlerCount()) {
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return super.end();
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}
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// Override field index to 0 in case of double battle where 2/3 remaining legal party members fainted at once
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const fieldIndex = this.scene.currentBattle.getBattlerCount() === 1 || this.scene.getParty().filter(p => p.isAllowedInBattle()).length > 1 ? this.fieldIndex : 0;
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this.scene.ui.setMode(Mode.PARTY, this.isModal ? PartyUiMode.FAINT_SWITCH : PartyUiMode.POST_BATTLE_SWITCH, fieldIndex, (slotIndex: integer, option: PartyOption) => {
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if (slotIndex >= this.scene.currentBattle.getBattlerCount() && slotIndex < 6) {
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this.scene.unshiftPhase(new SwitchSummonPhase(this.scene, fieldIndex, slotIndex, this.doReturn, option === PartyOption.PASS_BATON));
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}
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this.scene.ui.setMode(Mode.MESSAGE).then(() => super.end());
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}, PartyUiHandler.FilterNonFainted);
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}
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}
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