pokerogue/src/phases/move-effect-phase.ts
Sirz Benjie 5318d717b3
[Refactor] [Docs] Minor refactor of move.checkFlags into move.doesFlagEffectApply (#5264)
* Refactor Move.checkFlags

* Improve jsdoc clarity

* Fix improper recursive call for the IGNORE_PROTECT check

* Fix improper placement of followUp check

* Get rid of unnecssary break

* Fix last import

* Remove latent checkFlag call in move-effect-phase

* Remedy perish body oversight

* Apply kev's suggestions from code review

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

---------

Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
2025-04-05 00:43:46 +00:00

857 lines
34 KiB
TypeScript

import { BattlerIndex } from "#app/battle";
import { globalScene } from "#app/global-scene";
import {
AddSecondStrikeAbAttr,
AlwaysHitAbAttr,
applyPostAttackAbAttrs,
applyPostDamageAbAttrs,
applyPostDefendAbAttrs,
applyPreAttackAbAttrs,
IgnoreMoveEffectsAbAttr,
MaxMultiHitAbAttr,
PostAttackAbAttr,
PostDamageAbAttr,
PostDefendAbAttr,
ReflectStatusMoveAbAttr,
TypeImmunityAbAttr,
} from "#app/data/ability";
import { ArenaTagSide, ConditionalProtectTag } from "#app/data/arena-tag";
import { MoveAnim } from "#app/data/battle-anims";
import {
BattlerTagLapseType,
DamageProtectedTag,
ProtectedTag,
SemiInvulnerableTag,
SubstituteTag,
} from "#app/data/battler-tags";
import type { MoveAttr } from "#app/data/moves/move";
import {
applyFilteredMoveAttrs,
applyMoveAttrs,
AttackMove,
DelayedAttackAttr,
FlinchAttr,
getMoveTargets,
HitsTagAttr,
MissEffectAttr,
MoveEffectAttr,
MultiHitAttr,
NoEffectAttr,
OneHitKOAttr,
OverrideMoveEffectAttr,
ToxicAccuracyAttr,
VariableTargetAttr,
} from "#app/data/moves/move";
import { MoveEffectTrigger } from "#enums/MoveEffectTrigger";
import { MoveFlags } from "#enums/MoveFlags";
import { MoveTarget } from "#enums/MoveTarget";
import { MoveCategory } from "#enums/MoveCategory";
import { SpeciesFormChangePostMoveTrigger } from "#app/data/pokemon-forms";
import { PokemonType } from "#enums/pokemon-type";
import { PokemonMove } from "#app/field/pokemon";
import type Pokemon from "#app/field/pokemon";
import { HitResult, MoveResult } from "#app/field/pokemon";
import { getPokemonNameWithAffix } from "#app/messages";
import {
ContactHeldItemTransferChanceModifier,
EnemyAttackStatusEffectChanceModifier,
FlinchChanceModifier,
HitHealModifier,
PokemonMultiHitModifier,
} from "#app/modifier/modifier";
import { PokemonPhase } from "#app/phases/pokemon-phase";
import { BooleanHolder, isNullOrUndefined, NumberHolder } from "#app/utils";
import type { nil } from "#app/utils";
import { BattlerTagType } from "#enums/battler-tag-type";
import type { Moves } from "#enums/moves";
import i18next from "i18next";
import type { Phase } from "#app/phase";
import { ShowAbilityPhase } from "./show-ability-phase";
import { MovePhase } from "./move-phase";
import { MoveEndPhase } from "./move-end-phase";
import { HideAbilityPhase } from "#app/phases/hide-ability-phase";
export class MoveEffectPhase extends PokemonPhase {
public move: PokemonMove;
protected targets: BattlerIndex[];
protected reflected = false;
/**
* @param reflected Indicates that the move was reflected by the user due to magic coat or magic bounce
*/
constructor(battlerIndex: BattlerIndex, targets: BattlerIndex[], move: PokemonMove, reflected = false) {
super(battlerIndex);
this.move = move;
this.reflected = reflected;
/**
* In double battles, if the right Pokemon selects a spread move and the left Pokemon dies
* with no party members available to switch in, then the right Pokemon takes the index
* of the left Pokemon and gets hit unless this is checked.
*/
if (targets.includes(battlerIndex) && this.move.getMove().moveTarget === MoveTarget.ALL_NEAR_OTHERS) {
const i = targets.indexOf(battlerIndex);
targets.splice(i, i + 1);
}
this.targets = targets;
}
public override start(): void {
super.start();
/** The Pokemon using this phase's invoked move */
const user = this.getUserPokemon();
/** All Pokemon targeted by this phase's invoked move */
const targets = this.getTargets();
if (!user) {
return super.end();
}
/** If an enemy used this move, set this as last enemy that used move or ability */
if (!user.isPlayer()) {
globalScene.currentBattle.lastEnemyInvolved = this.fieldIndex;
} else {
globalScene.currentBattle.lastPlayerInvolved = this.fieldIndex;
}
const isDelayedAttack = this.move.getMove().hasAttr(DelayedAttackAttr);
/** If the user was somehow removed from the field and it's not a delayed attack, end this phase */
if (!user.isOnField()) {
if (!isDelayedAttack) {
return super.end();
} else {
if (!user.scene) {
/**
* This happens if the Pokemon that used the delayed attack gets caught and released
* on the turn the attack would have triggered. Having access to the global scene
* in the future may solve this entirely, so for now we just cancel the hit
*/
return super.end();
}
if (isNullOrUndefined(user.turnData)) {
user.resetTurnData();
}
}
}
/**
* Does an effect from this move override other effects on this turn?
* e.g. Charging moves (Fly, etc.) on their first turn of use.
*/
const overridden = new BooleanHolder(false);
/** The {@linkcode Move} object from {@linkcode allMoves} invoked by this phase */
const move = this.move.getMove();
// Assume single target for override
applyMoveAttrs(OverrideMoveEffectAttr, user, this.getFirstTarget() ?? null, move, overridden, this.move.virtual);
// If other effects were overriden, stop this phase before they can be applied
if (overridden.value) {
return this.end();
}
user.lapseTags(BattlerTagLapseType.MOVE_EFFECT);
// If the user is acting again (such as due to Instruct), reset hitsLeft/hitCount so that
// the move executes correctly (ensures all hits of a multi-hit are properly calculated)
if (user.turnData.hitsLeft === 0 && user.turnData.hitCount > 0 && user.turnData.extraTurns > 0) {
user.turnData.hitsLeft = -1;
user.turnData.hitCount = 0;
user.turnData.extraTurns--;
}
/**
* If this phase is for the first hit of the invoked move,
* resolve the move's total hit count. This block combines the
* effects of the move itself, Parental Bond, and Multi-Lens to do so.
*/
if (user.turnData.hitsLeft === -1) {
const hitCount = new NumberHolder(1);
// Assume single target for multi hit
applyMoveAttrs(MultiHitAttr, user, this.getFirstTarget() ?? null, move, hitCount);
// If Parental Bond is applicable, add another hit
applyPreAttackAbAttrs(AddSecondStrikeAbAttr, user, null, move, false, hitCount, null);
// If Multi-Lens is applicable, add hits equal to the number of held Multi-Lenses
globalScene.applyModifiers(PokemonMultiHitModifier, user.isPlayer(), user, move.id, hitCount);
// Set the user's relevant turnData fields to reflect the final hit count
user.turnData.hitCount = hitCount.value;
user.turnData.hitsLeft = hitCount.value;
}
/**
* Log to be entered into the user's move history once the move result is resolved.
* Note that `result` (a {@linkcode MoveResult}) logs whether the move was successfully
* used in the sense of "Does it have an effect on the user?".
*/
const moveHistoryEntry = {
move: this.move.moveId,
targets: this.targets,
result: MoveResult.PENDING,
virtual: this.move.virtual,
};
/**
* Stores results of hit checks of the invoked move against all targets, organized by battler index.
* @see {@linkcode hitCheck}
*/
const targetHitChecks = Object.fromEntries(targets.map(p => [p.getBattlerIndex(), this.hitCheck(p)]));
const hasActiveTargets = targets.some(t => t.isActive(true));
/** Check if the target is immune via ability to the attacking move, and NOT in semi invulnerable state */
const isImmune =
targets[0]?.hasAbilityWithAttr(TypeImmunityAbAttr) &&
targets[0]?.getAbility()?.getAttrs(TypeImmunityAbAttr)?.[0]?.getImmuneType() === user.getMoveType(move) &&
!targets[0]?.getTag(SemiInvulnerableTag);
const mayBounce =
move.hasFlag(MoveFlags.REFLECTABLE) &&
!this.reflected &&
targets.some(t => t.hasAbilityWithAttr(ReflectStatusMoveAbAttr) || !!t.getTag(BattlerTagType.MAGIC_COAT));
/**
* If no targets are left for the move to hit (FAIL), or the invoked move is non-reflectable, single-target
* (and not random target) and failed the hit check against its target (MISS), log the move
* as FAILed or MISSed (depending on the conditions above) and end this phase.
*/
if (
!hasActiveTargets ||
(!mayBounce &&
!move.hasAttr(VariableTargetAttr) &&
!move.isMultiTarget() &&
!targetHitChecks[this.targets[0]] &&
!targets[0].getTag(ProtectedTag) &&
!isImmune)
) {
this.stopMultiHit();
if (hasActiveTargets) {
globalScene.queueMessage(
i18next.t("battle:attackMissed", {
pokemonNameWithAffix: this.getFirstTarget() ? getPokemonNameWithAffix(this.getFirstTarget()!) : "",
}),
);
moveHistoryEntry.result = MoveResult.MISS;
applyMoveAttrs(MissEffectAttr, user, null, this.move.getMove());
} else {
globalScene.queueMessage(i18next.t("battle:attackFailed"));
moveHistoryEntry.result = MoveResult.FAIL;
}
user.pushMoveHistory(moveHistoryEntry);
return this.end();
}
const playOnEmptyField = globalScene.currentBattle?.mysteryEncounter?.hasBattleAnimationsWithoutTargets ?? false;
// Move animation only needs one target
new MoveAnim(move.id as Moves, user, this.getFirstTarget()!.getBattlerIndex(), playOnEmptyField).play(
move.hitsSubstitute(user, this.getFirstTarget()!),
() => {
/** Has the move successfully hit a target (for damage) yet? */
let hasHit = false;
// Prevent ENEMY_SIDE targeted moves from occurring twice in double battles
// and check which target will magic bounce.
const trueTargets: Pokemon[] =
move.moveTarget !== MoveTarget.ENEMY_SIDE
? targets
: (() => {
const magicCoatTargets = targets.filter(
t => t.getTag(BattlerTagType.MAGIC_COAT) || t.hasAbilityWithAttr(ReflectStatusMoveAbAttr),
);
// only magic coat effect cares about order
if (!mayBounce || magicCoatTargets.length === 0) {
return [targets[0]];
}
return [magicCoatTargets[0]];
})();
const queuedPhases: Phase[] = [];
for (const target of trueTargets) {
/** The {@linkcode ArenaTagSide} to which the target belongs */
const targetSide = target.isPlayer() ? ArenaTagSide.PLAYER : ArenaTagSide.ENEMY;
/** Has the invoked move been cancelled by conditional protection (e.g Quick Guard)? */
const hasConditionalProtectApplied = new BooleanHolder(false);
/** Does the applied conditional protection bypass Protect-ignoring effects? */
const bypassIgnoreProtect = new BooleanHolder(false);
/** If the move is not targeting a Pokemon on the user's side, try to apply conditional protection effects */
if (!this.move.getMove().isAllyTarget()) {
globalScene.arena.applyTagsForSide(
ConditionalProtectTag,
targetSide,
false,
hasConditionalProtectApplied,
user,
target,
move.id,
bypassIgnoreProtect,
);
}
/** Is the target protected by Protect, etc. or a relevant conditional protection effect? */
const isProtected =
![MoveTarget.ENEMY_SIDE, MoveTarget.BOTH_SIDES].includes(this.move.getMove().moveTarget) &&
(bypassIgnoreProtect.value ||
!this.move.getMove().doesFlagEffectApply({ flag: MoveFlags.IGNORE_PROTECT, user, target })) &&
(hasConditionalProtectApplied.value ||
(!target.findTags(t => t instanceof DamageProtectedTag).length &&
target.findTags(t => t instanceof ProtectedTag).find(t => target.lapseTag(t.tagType))) ||
(this.move.getMove().category !== MoveCategory.STATUS &&
target.findTags(t => t instanceof DamageProtectedTag).find(t => target.lapseTag(t.tagType))));
/** Is the target hidden by the effects of its Commander ability? */
const isCommanding =
globalScene.currentBattle.double &&
target.getAlly()?.getTag(BattlerTagType.COMMANDED)?.getSourcePokemon() === target;
/** Is the target reflecting status moves from the magic coat move? */
const isReflecting = !!target.getTag(BattlerTagType.MAGIC_COAT);
/** Is the target's magic bounce ability not ignored and able to reflect this move? */
const canMagicBounce =
!isReflecting &&
!move.doesFlagEffectApply({ flag: MoveFlags.IGNORE_ABILITIES, user, target }) &&
target.hasAbilityWithAttr(ReflectStatusMoveAbAttr);
const semiInvulnerableTag = target.getTag(SemiInvulnerableTag);
/** Is the target reflecting the effect, not protected, and not in an semi-invulnerable state?*/
const willBounce =
!isProtected &&
!this.reflected &&
!isCommanding &&
move.hasFlag(MoveFlags.REFLECTABLE) &&
(isReflecting || canMagicBounce) &&
!semiInvulnerableTag;
// If the move will bounce, then queue the bounce and move on to the next target
if (!target.switchOutStatus && willBounce) {
const newTargets = move.isMultiTarget()
? getMoveTargets(target, move.id).targets
: [user.getBattlerIndex()];
if (!isReflecting) {
// TODO: Ability displays should be handled by the ability
queuedPhases.push(
new ShowAbilityPhase(
target.getBattlerIndex(),
target.getPassiveAbility().hasAttr(ReflectStatusMoveAbAttr),
),
);
queuedPhases.push(new HideAbilityPhase());
}
queuedPhases.push(
new MovePhase(target, newTargets, new PokemonMove(move.id, 0, 0, true), true, true, true),
);
continue;
}
/** Is the pokemon immune due to an ablility, and also not in a semi invulnerable state? */
const isImmune =
target.hasAbilityWithAttr(TypeImmunityAbAttr) &&
target.getAbility()?.getAttrs(TypeImmunityAbAttr)?.[0]?.getImmuneType() === user.getMoveType(move) &&
!semiInvulnerableTag;
/**
* If the move missed a target, stop all future hits against that target
* and move on to the next target (if there is one).
*/
if (
target.switchOutStatus ||
isCommanding ||
(!isImmune && !isProtected && !targetHitChecks[target.getBattlerIndex()])
) {
this.stopMultiHit(target);
if (!target.switchOutStatus) {
globalScene.queueMessage(
i18next.t("battle:attackMissed", {
pokemonNameWithAffix: getPokemonNameWithAffix(target),
}),
);
}
if (moveHistoryEntry.result === MoveResult.PENDING) {
moveHistoryEntry.result = MoveResult.MISS;
}
user.pushMoveHistory(moveHistoryEntry);
applyMoveAttrs(MissEffectAttr, user, null, move);
continue;
}
/** Does this phase represent the invoked move's first strike? */
const firstHit = user.turnData.hitsLeft === user.turnData.hitCount;
// Only log the move's result on the first strike
if (firstHit) {
user.pushMoveHistory(moveHistoryEntry);
}
/**
* Since all fail/miss checks have applied, the move is considered successfully applied.
* It's worth noting that if the move has no effect or is protected against, this assignment
* is overwritten and the move is logged as a FAIL.
*/
moveHistoryEntry.result = MoveResult.SUCCESS;
/**
* Stores the result of applying the invoked move to the target.
* If the target is protected, the result is always `NO_EFFECT`.
* Otherwise, the hit result is based on type effectiveness, immunities,
* and other factors that may negate the attack or status application.
*
* Internally, the call to {@linkcode Pokemon.apply} is where damage is calculated
* (for attack moves) and the target's HP is updated. However, this isn't
* made visible to the user until the resulting {@linkcode DamagePhase}
* is invoked.
*/
const hitResult = !isProtected ? target.apply(user, move) : HitResult.NO_EFFECT;
/** Does {@linkcode hitResult} indicate that damage was dealt to the target? */
const dealsDamage = [
HitResult.EFFECTIVE,
HitResult.SUPER_EFFECTIVE,
HitResult.NOT_VERY_EFFECTIVE,
HitResult.ONE_HIT_KO,
].includes(hitResult);
/** Is this target the first one hit by the move on its current strike? */
const firstTarget = dealsDamage && !hasHit;
if (firstTarget) {
hasHit = true;
}
/**
* If the move has no effect on the target (i.e. the target is protected or immune),
* change the logged move result to FAIL.
*/
if (hitResult === HitResult.NO_EFFECT) {
moveHistoryEntry.result = MoveResult.FAIL;
}
/** Does this phase represent the invoked move's last strike? */
const lastHit = user.turnData.hitsLeft === 1 || !this.getFirstTarget()?.isActive();
/**
* If the user can change forms by using the invoked move,
* it only changes forms after the move's last hit
* (see Relic Song's interaction with Parental Bond when used by Meloetta).
*/
if (lastHit) {
globalScene.triggerPokemonFormChange(user, SpeciesFormChangePostMoveTrigger);
/**
* Multi-Lens, Multi Hit move and Parental Bond check for PostDamageAbAttr
* other damage source are calculated in damageAndUpdate in pokemon.ts
*/
if (user.turnData.hitCount > 1) {
applyPostDamageAbAttrs(PostDamageAbAttr, target, 0, target.hasPassive(), false, [], user);
}
}
applyFilteredMoveAttrs(
(attr: MoveAttr) =>
attr instanceof MoveEffectAttr &&
attr.trigger === MoveEffectTrigger.PRE_APPLY &&
(!attr.firstHitOnly || firstHit) &&
(!attr.lastHitOnly || lastHit) &&
hitResult !== HitResult.NO_EFFECT,
user,
target,
move,
);
if (hitResult !== HitResult.FAIL) {
this.applySelfTargetEffects(user, target, firstHit, lastHit);
if (hitResult !== HitResult.NO_EFFECT) {
this.applyPostApplyEffects(user, target, firstHit, lastHit);
this.applyHeldItemFlinchCheck(user, target, dealsDamage);
this.applySuccessfulAttackEffects(user, target, firstHit, lastHit, !!isProtected, hitResult, firstTarget);
} else {
applyMoveAttrs(NoEffectAttr, user, null, move);
}
}
}
// Apply queued phases
if (queuedPhases.length) {
globalScene.appendToPhase(queuedPhases, MoveEndPhase);
}
// Apply the move's POST_TARGET effects on the move's last hit, after all targeted effects have resolved
if (user.turnData.hitsLeft === 1 || !this.getFirstTarget()?.isActive()) {
applyFilteredMoveAttrs(
(attr: MoveAttr) => attr instanceof MoveEffectAttr && attr.trigger === MoveEffectTrigger.POST_TARGET,
user,
null,
move,
);
}
/**
* Remove the target's substitute (if it exists and has expired)
* after all targeted effects have applied.
* This prevents blocked effects from applying until after this hit resolves.
*/
targets.forEach(target => {
const substitute = target.getTag(SubstituteTag);
if (substitute && substitute.hp <= 0) {
target.lapseTag(BattlerTagType.SUBSTITUTE);
}
});
const moveType = user.getMoveType(move, true);
if (move.category !== MoveCategory.STATUS && !user.stellarTypesBoosted.includes(moveType)) {
user.stellarTypesBoosted.push(moveType);
}
this.end();
},
);
}
public override end(): void {
const user = this.getUserPokemon();
/**
* If this phase isn't for the invoked move's last strike,
* unshift another MoveEffectPhase for the next strike.
* Otherwise, queue a message indicating the number of times the move has struck
* (if the move has struck more than once), then apply the heal from Shell Bell
* to the user.
*/
if (user) {
if (user.turnData.hitsLeft && --user.turnData.hitsLeft >= 1 && this.getFirstTarget()?.isActive()) {
globalScene.unshiftPhase(this.getNewHitPhase());
} else {
// Queue message for number of hits made by multi-move
// If multi-hit attack only hits once, still want to render a message
const hitsTotal = user.turnData.hitCount - Math.max(user.turnData.hitsLeft, 0);
if (hitsTotal > 1 || (user.turnData.hitsLeft && user.turnData.hitsLeft > 0)) {
// If there are multiple hits, or if there are hits of the multi-hit move left
globalScene.queueMessage(i18next.t("battle:attackHitsCount", { count: hitsTotal }));
}
globalScene.applyModifiers(HitHealModifier, this.player, user);
// Clear all cached move effectiveness values among targets
this.getTargets().forEach(target => (target.turnData.moveEffectiveness = null));
}
}
super.end();
}
/**
* Apply self-targeted effects that trigger `POST_APPLY`
*
* @param user - The {@linkcode Pokemon} using this phase's invoked move
* @param target - {@linkcode Pokemon} the current target of this phase's invoked move
* @param firstHit - `true` if this is the first hit in a multi-hit attack
* @param lastHit - `true` if this is the last hit in a multi-hit attack
* @returns a function intended to be passed into a `then()` call.
*/
protected applySelfTargetEffects(user: Pokemon, target: Pokemon, firstHit: boolean, lastHit: boolean): void {
applyFilteredMoveAttrs(
(attr: MoveAttr) =>
attr instanceof MoveEffectAttr &&
attr.trigger === MoveEffectTrigger.POST_APPLY &&
attr.selfTarget &&
(!attr.firstHitOnly || firstHit) &&
(!attr.lastHitOnly || lastHit),
user,
target,
this.move.getMove(),
);
}
/**
* Applies non-self-targeted effects that trigger `POST_APPLY`
* (i.e. Smelling Salts curing Paralysis, and the forced switch from U-Turn, Dragon Tail, etc)
* @param user - The {@linkcode Pokemon} using this phase's invoked move
* @param target - {@linkcode Pokemon} the current target of this phase's invoked move
* @param firstHit - `true` if this is the first hit in a multi-hit attack
* @param lastHit - `true` if this is the last hit in a multi-hit attack
* @returns a function intended to be passed into a `then()` call.
*/
protected applyPostApplyEffects(user: Pokemon, target: Pokemon, firstHit: boolean, lastHit: boolean): void {
applyFilteredMoveAttrs(
(attr: MoveAttr) =>
attr instanceof MoveEffectAttr &&
attr.trigger === MoveEffectTrigger.POST_APPLY &&
!attr.selfTarget &&
(!attr.firstHitOnly || firstHit) &&
(!attr.lastHitOnly || lastHit),
user,
target,
this.move.getMove(),
);
}
/**
* Applies effects that trigger on HIT
* (i.e. Final Gambit, Power-Up Punch, Drain Punch)
* @param user - The {@linkcode Pokemon} using this phase's invoked move
* @param target - {@linkcode Pokemon} the current target of this phase's invoked move
* @param firstHit - `true` if this is the first hit in a multi-hit attack
* @param lastHit - `true` if this is the last hit in a multi-hit attack
* @param firstTarget - `true` if {@linkcode target} is the first target hit by this strike of {@linkcode move}
* @returns a function intended to be passed into a `then()` call.
*/
protected applyOnHitEffects(
user: Pokemon,
target: Pokemon,
firstHit: boolean,
lastHit: boolean,
firstTarget: boolean,
): void {
applyFilteredMoveAttrs(
(attr: MoveAttr) =>
attr instanceof MoveEffectAttr &&
attr.trigger === MoveEffectTrigger.HIT &&
(!attr.firstHitOnly || firstHit) &&
(!attr.lastHitOnly || lastHit) &&
(!attr.firstTargetOnly || firstTarget),
user,
target,
this.move.getMove(),
);
}
/**
* Applies reactive effects that occur when a Pokémon is hit.
* (i.e. Effect Spore, Disguise, Liquid Ooze, Beak Blast)
* @param user - The {@linkcode Pokemon} using this phase's invoked move
* @param target - {@linkcode Pokemon} the current target of this phase's invoked move
* @param hitResult - The {@linkcode HitResult} of the attempted move
* @returns a `Promise` intended to be passed into a `then()` call.
*/
protected applyOnGetHitAbEffects(user: Pokemon, target: Pokemon, hitResult: HitResult): void {
if (!target.isFainted() || target.canApplyAbility()) {
applyPostDefendAbAttrs(PostDefendAbAttr, target, user, this.move.getMove(), hitResult);
if (!this.move.getMove().hitsSubstitute(user, target)) {
if (!user.isPlayer() && this.move.getMove() instanceof AttackMove) {
globalScene.applyShuffledModifiers(EnemyAttackStatusEffectChanceModifier, false, target);
}
target.lapseTags(BattlerTagLapseType.AFTER_HIT);
}
}
}
/**
* Applies all effects and attributes that require a move to connect with a target,
* namely reactive effects like Weak Armor, on-hit effects like that of Power-Up Punch, and item stealing effects
* @param user - The {@linkcode Pokemon} using this phase's invoked move
* @param target - {@linkcode Pokemon} the current target of this phase's invoked move
* @param firstHit - `true` if this is the first hit in a multi-hit attack
* @param lastHit - `true` if this is the last hit in a multi-hit attack
* @param isProtected - `true` if the target is protected by effects such as Protect
* @param hitResult - The {@linkcode HitResult} of the attempted move
* @param firstTarget - `true` if {@linkcode target} is the first target hit by this strike of {@linkcode move}
* @returns a function intended to be passed into a `then()` call.
*/
protected applySuccessfulAttackEffects(
user: Pokemon,
target: Pokemon,
firstHit: boolean,
lastHit: boolean,
isProtected: boolean,
hitResult: HitResult,
firstTarget: boolean,
): void {
if (!isProtected) {
this.applyOnHitEffects(user, target, firstHit, lastHit, firstTarget);
this.applyOnGetHitAbEffects(user, target, hitResult);
applyPostAttackAbAttrs(PostAttackAbAttr, user, target, this.move.getMove(), hitResult);
if (this.move.getMove() instanceof AttackMove && hitResult !== HitResult.STATUS) {
globalScene.applyModifiers(ContactHeldItemTransferChanceModifier, this.player, user, target);
}
}
}
/**
* Handles checking for and applying Flinches
* @param user - The {@linkcode Pokemon} using this phase's invoked move
* @param target - {@linkcode Pokemon} the current target of this phase's invoked move
* @param dealsDamage - `true` if the attempted move successfully dealt damage
* @returns a function intended to be passed into a `then()` call.
*/
protected applyHeldItemFlinchCheck(user: Pokemon, target: Pokemon, dealsDamage: boolean): void {
if (this.move.getMove().hasAttr(FlinchAttr)) {
return;
}
if (
dealsDamage &&
!target.hasAbilityWithAttr(IgnoreMoveEffectsAbAttr) &&
!this.move.getMove().hitsSubstitute(user, target)
) {
const flinched = new BooleanHolder(false);
globalScene.applyModifiers(FlinchChanceModifier, user.isPlayer(), user, flinched);
if (flinched.value) {
target.addTag(BattlerTagType.FLINCHED, undefined, this.move.moveId, user.id);
}
}
}
/**
* Resolves whether this phase's invoked move hits the given target
* @param target - The {@linkcode Pokemon} targeted by the invoked move
* @returns `true` if the move hits the target
*/
public hitCheck(target: Pokemon): boolean {
// Moves targeting the user and entry hazards can't miss
if ([MoveTarget.USER, MoveTarget.ENEMY_SIDE].includes(this.move.getMove().moveTarget)) {
return true;
}
const user = this.getUserPokemon();
if (!user) {
return false;
}
// Hit check only calculated on first hit for multi-hit moves unless flag is set to check all hits.
// However, if an ability with the MaxMultiHitAbAttr, namely Skill Link, is present, act as a normal
// multi-hit move and proceed with all hits
if (user.turnData.hitsLeft < user.turnData.hitCount) {
if (!this.move.getMove().hasFlag(MoveFlags.CHECK_ALL_HITS) || user.hasAbilityWithAttr(MaxMultiHitAbAttr)) {
return true;
}
}
if (this.checkBypassAccAndInvuln(target)) {
return true;
}
if (target.getTag(BattlerTagType.ALWAYS_GET_HIT)) {
return true;
}
const semiInvulnerableTag = target.getTag(SemiInvulnerableTag);
if (
target.getTag(BattlerTagType.TELEKINESIS) &&
!semiInvulnerableTag &&
!this.move.getMove().hasAttr(OneHitKOAttr)
) {
return true;
}
if (semiInvulnerableTag && !this.checkBypassSemiInvuln(semiInvulnerableTag)) {
return false;
}
const moveAccuracy = this.move.getMove().calculateBattleAccuracy(user, target);
if (moveAccuracy === -1) {
return true;
}
const accuracyMultiplier = user.getAccuracyMultiplier(target, this.move.getMove());
const rand = user.randSeedInt(100);
return rand < moveAccuracy * accuracyMultiplier;
}
/**
* Check whether the move should bypass *both* the accuracy *and* semi-invulnerable states.
* @param target - The {@linkcode Pokemon} targeted by the invoked move
* @returns `true` if the move should bypass accuracy and semi-invulnerability
*
* Accuracy and semi-invulnerability can be bypassed by:
* - An ability like {@linkcode Abilities.NO_GUARD | No Guard}
* - A poison type using {@linkcode Moves.TOXIC | Toxic}
* - A move like {@linkcode Moves.LOCK_ON | Lock-On} or {@linkcode Moves.MIND_READER | Mind Reader}.
*
* Does *not* check against effects {@linkcode Moves.GLAIVE_RUSH | Glaive Rush} status (which
* should not bypass semi-invulnerability), or interactions like Earthquake hitting against Dig,
* (which should not bypass the accuracy check).
*
* @see {@linkcode hitCheck}
*/
public checkBypassAccAndInvuln(target: Pokemon) {
const user = this.getUserPokemon();
if (!user) {
return false;
}
if (user.hasAbilityWithAttr(AlwaysHitAbAttr) || target.hasAbilityWithAttr(AlwaysHitAbAttr)) {
return true;
}
if (this.move.getMove().hasAttr(ToxicAccuracyAttr) && user.isOfType(PokemonType.POISON)) {
return true;
}
// TODO: Fix lock on / mind reader check.
if (
user.getTag(BattlerTagType.IGNORE_ACCURACY) &&
(user.getLastXMoves().find(() => true)?.targets || []).indexOf(target.getBattlerIndex()) !== -1
) {
return true;
}
}
/**
* Check whether the move is able to ignore the given `semiInvulnerableTag`
* @param semiInvulnerableTag - The semiInvulnerbale tag to check against
* @returns `true` if the move can ignore the semi-invulnerable state
*/
public checkBypassSemiInvuln(semiInvulnerableTag: SemiInvulnerableTag | nil): boolean {
if (!semiInvulnerableTag) {
return false;
}
const move = this.move.getMove();
return move.getAttrs(HitsTagAttr).some(hta => hta.tagType === semiInvulnerableTag.tagType);
}
/** @returns The {@linkcode Pokemon} using this phase's invoked move */
public getUserPokemon(): Pokemon | null {
if (this.battlerIndex > BattlerIndex.ENEMY_2) {
return globalScene.getPokemonById(this.battlerIndex);
}
return (this.player ? globalScene.getPlayerField() : globalScene.getEnemyField())[this.fieldIndex];
}
/** @returns An array of all {@linkcode Pokemon} targeted by this phase's invoked move */
public getTargets(): Pokemon[] {
return globalScene.getField(true).filter(p => this.targets.indexOf(p.getBattlerIndex()) > -1);
}
/** @returns The first target of this phase's invoked move */
public getFirstTarget(): Pokemon | undefined {
return this.getTargets()[0];
}
/**
* Removes the given {@linkcode Pokemon} from this phase's target list
* @param target - The {@linkcode Pokemon} to be removed
*/
protected removeTarget(target: Pokemon): void {
const targetIndex = this.targets.findIndex(ind => ind === target.getBattlerIndex());
if (targetIndex !== -1) {
this.targets.splice(
this.targets.findIndex(ind => ind === target.getBattlerIndex()),
1,
);
}
}
/**
* Prevents subsequent strikes of this phase's invoked move from occurring
* @param target - If defined, only stop subsequent strikes against this {@linkcode Pokemon}
*/
public stopMultiHit(target?: Pokemon): void {
// If given a specific target, remove the target from subsequent strikes
if (target) {
this.removeTarget(target);
}
const user = this.getUserPokemon();
if (!user) {
return;
}
// If no target specified, or the specified target was the last of this move's
// targets, completely cancel all subsequent strikes.
if (!target || this.targets.length === 0) {
user.turnData.hitCount = 1;
user.turnData.hitsLeft = 1;
}
}
/** @returns A new `MoveEffectPhase` with the same properties as this phase */
protected getNewHitPhase(): MoveEffectPhase {
return new MoveEffectPhase(this.battlerIndex, this.targets, this.move);
}
}