pokerogue/src/phases/learn-move-phase.ts
Mumble 26eb63cf67
[Refactor] Cleaning up Learn move phase (#3672)
* Learn Move Phase rewrite

* Typedocs

* messages with confirm do not need an extra button press no more

* Added Documentation

* This does not work

* so sad

* Some updates

* Eslint issues + clean up

* Additions to handle learning during evolution + test fixes

* some more checks

* Update src/overrides.ts

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

* Update src/test/phases/learn-move-phase.test.ts

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

* Added new function and updated tests

* Fixed bracketing and added parameter types

* Added Sketch to the conditional

* Added some fixes. Weird stuff going on.

* Whoops

* async implementation done

* Update src/phases/learn-move-phase.ts

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

* Apply suggestions from code review

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

* Made showText=> summary a promise

* adapt learn-move-phase to `async-await`

* await add

---------

Co-authored-by: frutescens <info@laptop>
Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
Co-authored-by: flx-sta <50131232+flx-sta@users.noreply.github.com>
2024-09-09 09:11:46 -07:00

155 lines
7.2 KiB
TypeScript

import BattleScene from "#app/battle-scene";
import { initMoveAnim, loadMoveAnimAssets } from "#app/data/battle-anims";
import Move, { allMoves } from "#app/data/move";
import { SpeciesFormChangeMoveLearnedTrigger } from "#app/data/pokemon-forms";
import { Moves } from "#app/enums/moves";
import { getPokemonNameWithAffix } from "#app/messages";
import EvolutionSceneHandler from "#app/ui/evolution-scene-handler";
import { SummaryUiMode } from "#app/ui/summary-ui-handler";
import { Mode } from "#app/ui/ui";
import i18next from "i18next";
import { PlayerPartyMemberPokemonPhase } from "./player-party-member-pokemon-phase";
import Pokemon from "#app/field/pokemon";
export class LearnMovePhase extends PlayerPartyMemberPokemonPhase {
private moveId: Moves;
private messageMode: Mode;
private fromTM: boolean;
constructor(scene: BattleScene, partyMemberIndex: integer, moveId: Moves, fromTM?: boolean) {
super(scene, partyMemberIndex);
this.moveId = moveId;
this.fromTM = fromTM ?? false;
}
start() {
super.start();
const pokemon = this.getPokemon();
const move = allMoves[this.moveId];
const currentMoveset = pokemon.getMoveset();
// The game first checks if the Pokemon already has the move and ends the phase if it does.
const hasMoveAlready = currentMoveset.some(m => m?.moveId === move.id) && this.moveId !== Moves.SKETCH;
if (hasMoveAlready) {
return this.end();
}
this.messageMode = this.scene.ui.getHandler() instanceof EvolutionSceneHandler ? Mode.EVOLUTION_SCENE : Mode.MESSAGE;
this.scene.ui.setMode(this.messageMode);
// If the Pokemon has less than 4 moves, the new move is added to the largest empty moveset index
// If it has 4 moves, the phase then checks if the player wants to replace the move itself.
if (currentMoveset.length < 4) {
this.learnMove(currentMoveset.length, move, pokemon);
} else {
this.replaceMoveCheck(move, pokemon);
}
}
/**
* This displays a chain of messages (listed below) and asks if the user wishes to forget a move.
*
* > [Pokemon] wants to learn the move [MoveName]
* > However, [Pokemon] already knows four moves.
* > Should a move be forgotten and replaced with [MoveName]? --> `Mode.CONFIRM` -> Yes: Go to `this.forgetMoveProcess()`, No: Go to `this.rejectMoveAndEnd()`
* @param move The Move to be learned
* @param Pokemon The Pokemon learning the move
*/
async replaceMoveCheck(move: Move, pokemon: Pokemon) {
const learnMovePrompt = i18next.t("battle:learnMovePrompt", { pokemonName: getPokemonNameWithAffix(pokemon), moveName: move.name });
const moveLimitReached = i18next.t("battle:learnMoveLimitReached", { pokemonName: getPokemonNameWithAffix(pokemon) });
const shouldReplaceQ = i18next.t("battle:learnMoveReplaceQuestion", { moveName: move.name });
const preQText = [learnMovePrompt, moveLimitReached].join("$");
await this.scene.ui.showTextPromise(preQText);
await this.scene.ui.showTextPromise(shouldReplaceQ, undefined, false);
await this.scene.ui.setModeWithoutClear(Mode.CONFIRM,
() => this.forgetMoveProcess(move, pokemon), // Yes
() => { // No
this.scene.ui.setMode(this.messageMode);
this.rejectMoveAndEnd(move, pokemon);
}
);
}
/**
* This facilitates the process in which an old move is chosen to be forgotten.
*
* > Which move should be forgotten?
*
* The game then goes `Mode.SUMMARY` to select a move to be forgotten.
* If a player does not select a move or chooses the new move (`moveIndex === 4`), the game goes to `this.rejectMoveAndEnd()`.
* If an old move is selected, the function then passes the `moveIndex` to `this.learnMove()`
* @param move The Move to be learned
* @param Pokemon The Pokemon learning the move
*/
async forgetMoveProcess(move: Move, pokemon: Pokemon) {
this.scene.ui.setMode(this.messageMode);
await this.scene.ui.showTextPromise(i18next.t("battle:learnMoveForgetQuestion"), undefined, true);
await this.scene.ui.setModeWithoutClear(Mode.SUMMARY, pokemon, SummaryUiMode.LEARN_MOVE, move, (moveIndex: integer) => {
if (moveIndex === 4) {
this.scene.ui.setMode(this.messageMode).then(() => this.rejectMoveAndEnd(move, pokemon));
return;
}
const forgetSuccessText = i18next.t("battle:learnMoveForgetSuccess", { pokemonName: getPokemonNameWithAffix(pokemon), moveName: pokemon.moveset[moveIndex]!.getName() });
const fullText = [i18next.t("battle:countdownPoof"), forgetSuccessText, i18next.t("battle:learnMoveAnd")].join("$");
this.scene.ui.setMode(this.messageMode).then(() => this.learnMove(moveIndex, move, pokemon, fullText));
});
}
/**
* This asks the player if they wish to end the current move learning process.
*
* > Stop trying to teach [MoveName]? --> `Mode.CONFIRM` --> Yes: > [Pokemon] did not learn the move [MoveName], No: `this.replaceMoveCheck()`
*
* If the player wishes to not teach the Pokemon the move, it displays a message and ends the phase.
* If the player reconsiders, it repeats the process for a Pokemon with a full moveset once again.
* @param move The Move to be learned
* @param Pokemon The Pokemon learning the move
*/
async rejectMoveAndEnd(move: Move, pokemon: Pokemon) {
await this.scene.ui.showTextPromise(i18next.t("battle:learnMoveStopTeaching", { moveName: move.name }), undefined, false);
this.scene.ui.setModeWithoutClear(Mode.CONFIRM,
() => {
this.scene.ui.setMode(this.messageMode);
this.scene.ui.showTextPromise(i18next.t("battle:learnMoveNotLearned", { pokemonName: getPokemonNameWithAffix(pokemon), moveName: move.name }), undefined, true).then(() => this.end());
},
() => {
this.scene.ui.setMode(this.messageMode);
this.replaceMoveCheck(move, pokemon);
}
);
}
/**
* This teaches the Pokemon the new move and ends the phase.
* When a Pokemon forgets a move and learns a new one, its 'Learn Move' message is significantly longer.
*
* Pokemon with a `moveset.length < 4`
* > [Pokemon] learned [MoveName]
*
* Pokemon with a `moveset.length > 4`
* > 1... 2... and 3... and Poof!
* > [Pokemon] forgot how to use [MoveName]
* > And...
* > [Pokemon] learned [MoveName]!
* @param move The Move to be learned
* @param Pokemon The Pokemon learning the move
*/
async learnMove(index: number, move: Move, pokemon: Pokemon, textMessage?: string) {
if (this.fromTM) {
pokemon.usedTMs.push(this.moveId);
}
pokemon.setMove(index, this.moveId);
initMoveAnim(this.scene, this.moveId).then(() => {
loadMoveAnimAssets(this.scene, [this.moveId], true);
this.scene.playSound("level_up_fanfare"); // Sound loaded into game as is
});
this.scene.ui.setMode(this.messageMode);
const learnMoveText = i18next.t("battle:learnMove", { pokemonName: getPokemonNameWithAffix(pokemon), moveName: move.name });
textMessage = textMessage ? textMessage+"$"+learnMoveText : learnMoveText;
await this.scene.ui.showTextPromise(textMessage, this.messageMode === Mode.EVOLUTION_SCENE ? 1000 : undefined, true);
this.scene.triggerPokemonFormChange(pokemon, SpeciesFormChangeMoveLearnedTrigger, true);
this.end();
}
}