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76 lines
3.6 KiB
TypeScript
76 lines
3.6 KiB
TypeScript
import { globalScene } from "#app/global-scene";
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import PartyUiHandler, { PartyOption, PartyUiMode } from "#app/ui/party-ui-handler";
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import { Mode } from "#app/ui/ui";
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import { SwitchType } from "#enums/switch-type";
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import { BattlePhase } from "./battle-phase";
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import { PostSummonPhase } from "./post-summon-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 readonly fieldIndex: number;
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private readonly switchType: SwitchType;
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private readonly isModal: boolean;
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private readonly doReturn: boolean;
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/**
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* Creates a new SwitchPhase
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* @param switchType {@linkcode SwitchType} The type of switch logic this phase implements
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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(switchType: SwitchType, fieldIndex: number, isModal: boolean, doReturn: boolean) {
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super();
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this.switchType = switchType;
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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 && !globalScene.getPlayerParty().filter(p => p.isAllowedInBattle() && !p.isActive(true)).length) {
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return super.end();
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}
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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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*/
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if (this.isModal && !this.doReturn && !globalScene.getPlayerParty()[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 && globalScene.getPlayerField().filter(p => p.isAllowedInBattle() && p.isActive(true)).length >= globalScene.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 = globalScene.currentBattle.getBattlerCount() === 1 || globalScene.getPokemonAllowedInBattle().length > 1 ? this.fieldIndex : 0;
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globalScene.ui.setMode(Mode.PARTY, this.isModal ? PartyUiMode.FAINT_SWITCH : PartyUiMode.POST_BATTLE_SWITCH, fieldIndex, (slotIndex: number, option: PartyOption) => {
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if (slotIndex >= globalScene.currentBattle.getBattlerCount() && slotIndex < 6) {
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// Remove any pre-existing PostSummonPhase under the same field index.
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// Pre-existing PostSummonPhases may occur when this phase is invoked during a prompt to switch at the start of a wave.
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globalScene.tryRemovePhase(p => p instanceof PostSummonPhase && p.player && p.fieldIndex === this.fieldIndex);
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const switchType = (option === PartyOption.PASS_BATON) ? SwitchType.BATON_PASS : this.switchType;
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globalScene.unshiftPhase(new SwitchSummonPhase(switchType, fieldIndex, slotIndex, this.doReturn));
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}
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globalScene.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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