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@ -32,6 +32,10 @@ export class MovePhase extends BattlePhase {
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protected failed: boolean;
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protected cancelled: boolean;
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/**
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* @param followUp Indicates that the move being uses is a "follow-up" - for example, a move being used by Metronome or Dancer.
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* Follow-ups bypass a few failure conditions, including flinches, sleep/paralysis/freeze and volatile status checks, etc.
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*/
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constructor(scene: BattleScene, pokemon: Pokemon, targets: BattlerIndex[], move: PokemonMove, followUp?: boolean, ignorePp?: boolean) {
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super(scene);
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@ -63,189 +67,72 @@ export class MovePhase extends BattlePhase {
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console.log(Moves[this.move.moveId]);
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/**
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* Check if move is disabled or unusable (e.g. because it's out of PP due to a mid-turn Spite).
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*/
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if (!this.canMove()) {
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if (this.move.moveId && this.pokemon.summonData?.disabledMove === this.move.moveId) {
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this.scene.queueMessage(i18next.t("battle:moveDisabled", { moveName: this.move.getName() }));
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}
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if (this.pokemon.isActive(true) && this.move.ppUsed >= this.move.getMovePp()) { // if the move PP was reduced from Spite or otherwise, the move fails
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this.fail();
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this.showMoveText();
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this.showFailedText();
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}
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return this.end();
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}
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this.scene.queueMessage(`${this.move.getName()} is disabled!`);
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if (!this.followUp) {
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if (this.move.getMove().checkFlag(MoveFlags.IGNORE_ABILITIES, this.pokemon, null)) {
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this.scene.arena.setIgnoreAbilities();
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}
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} else {
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this.pokemon.turnData.hitsLeft = 0; // TODO: is `0` correct?
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this.pokemon.turnData.hitCount = 0; // TODO: is `0` correct?
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}
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// Move redirection abilities (ie. Storm Drain) only support single target moves
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const moveTarget = this.targets.length === 1
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? new Utils.IntegerHolder(this.targets[0])
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: null;
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if (moveTarget) {
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const oldTarget = moveTarget.value;
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this.scene.getField(true).filter(p => p !== this.pokemon).forEach(p => applyAbAttrs(RedirectMoveAbAttr, p, null, false, this.move.moveId, moveTarget));
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this.pokemon.getOpponents().forEach(p => {
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const redirectTag = p.getTag(CenterOfAttentionTag) as CenterOfAttentionTag;
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if (redirectTag && (!redirectTag.powder || (!this.pokemon.isOfType(Type.GRASS) && !this.pokemon.hasAbility(Abilities.OVERCOAT)))) {
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moveTarget.value = p.getBattlerIndex();
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}
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});
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//Check if this move is immune to being redirected, and restore its target to the intended target if it is.
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if ((this.pokemon.hasAbilityWithAttr(BlockRedirectAbAttr) || this.move.getMove().hasAttr(BypassRedirectAttr))) {
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//If an ability prevented this move from being redirected, display its ability pop up.
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if ((this.pokemon.hasAbilityWithAttr(BlockRedirectAbAttr) && !this.move.getMove().hasAttr(BypassRedirectAttr)) && oldTarget !== moveTarget.value) {
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this.scene.unshiftPhase(new ShowAbilityPhase(this.scene, this.pokemon.getBattlerIndex(), this.pokemon.getPassiveAbility().hasAttr(BlockRedirectAbAttr)));
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}
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moveTarget.value = oldTarget;
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}
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this.targets[0] = moveTarget.value;
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}
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// Check for counterattack moves to switch target
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if (this.targets.length === 1 && this.targets[0] === BattlerIndex.ATTACKER) {
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if (this.pokemon.turnData.attacksReceived.length) {
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const attack = this.pokemon.turnData.attacksReceived[0];
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this.targets[0] = attack.sourceBattlerIndex;
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// account for metal burst and comeuppance hitting remaining targets in double battles
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// counterattack will redirect to remaining ally if original attacker faints
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if (this.scene.currentBattle.double && this.move.getMove().hasFlag(MoveFlags.REDIRECT_COUNTER)) {
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if (this.scene.getField()[this.targets[0]].hp === 0) {
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const opposingField = this.pokemon.isPlayer() ? this.scene.getEnemyField() : this.scene.getPlayerField();
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//@ts-ignore
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this.targets[0] = opposingField.find(p => p.hp > 0)?.getBattlerIndex(); //TODO: fix ts-ignore
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}
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}
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}
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if (this.targets[0] === BattlerIndex.ATTACKER) {
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this.fail(); // Marks the move as failed for later in doMove
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this.showMoveText();
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this.showFailedText();
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}
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}
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const targets = this.scene.getField(true).filter(p => {
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if (this.targets.indexOf(p.getBattlerIndex()) > -1) {
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return true;
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}
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return false;
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});
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const doMove = () => {
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this.pokemon.turnData.acted = true; // Record that the move was attempted, even if it fails
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this.pokemon.lapseTags(BattlerTagLapseType.PRE_MOVE);
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let ppUsed = 1;
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// Filter all opponents to include only those this move is targeting
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const targetedOpponents = this.pokemon.getOpponents().filter(o => this.targets.includes(o.getBattlerIndex()));
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for (const opponent of targetedOpponents) {
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if (this.move.ppUsed + ppUsed >= this.move.getMovePp()) { // If we're already at max PP usage, stop checking
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break;
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}
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if (opponent.hasAbilityWithAttr(IncreasePpAbAttr)) { // Accounting for abilities like Pressure
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ppUsed++;
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}
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}
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if (!this.followUp && this.canMove() && !this.cancelled) {
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this.pokemon.lapseTags(BattlerTagLapseType.MOVE);
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}
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const moveQueue = this.pokemon.getMoveQueue();
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if (this.cancelled || this.failed) {
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if (this.failed) {
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this.move.usePp(ppUsed); // Only use PP if the move failed
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this.scene.eventTarget.dispatchEvent(new MoveUsedEvent(this.pokemon?.id, this.move.getMove(), this.move.ppUsed));
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}
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// Record a failed move so Abilities like Truant don't trigger next turn and soft-lock
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this.pokemon.pushMoveHistory({ move: Moves.NONE, result: MoveResult.FAIL });
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this.pokemon.lapseTags(BattlerTagLapseType.MOVE_EFFECT); // Remove any tags from moves like Fly/Dive/etc.
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moveQueue.shift(); // Remove the second turn of charge moves
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return this.end();
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}
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this.scene.triggerPokemonFormChange(this.pokemon, SpeciesFormChangePreMoveTrigger);
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this.pokemon.turnData.acted = true;
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if (this.move.moveId) {
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this.showMoveText();
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}
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// This should only happen when there are no valid targets left on the field
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if ((moveQueue.length && moveQueue[0].move === Moves.NONE) || !targets.length) {
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this.showFailedText();
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this.cancel();
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// Record a failed move so Abilities like Truant don't trigger next turn and soft-lock
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this.pokemon.pushMoveHistory({ move: Moves.NONE, result: MoveResult.FAIL });
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this.pokemon.lapseTags(BattlerTagLapseType.MOVE_EFFECT); // Remove any tags from moves like Fly/Dive/etc.
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moveQueue.shift();
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return this.end();
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}
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if ((!moveQueue.length || !moveQueue.shift()?.ignorePP) && !this.ignorePp) { // using .shift here clears out two turn moves once they've been used
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this.move.usePp(ppUsed);
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this.scene.eventTarget.dispatchEvent(new MoveUsedEvent(this.pokemon?.id, this.move.getMove(), this.move.ppUsed));
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}
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if (!allMoves[this.move.moveId].hasAttr(CopyMoveAttr)) {
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this.scene.currentBattle.lastMove = this.move.moveId;
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}
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// Assume conditions affecting targets only apply to moves with a single target
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let success = this.move.getMove().applyConditions(this.pokemon, targets[0], this.move.getMove());
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const cancelled = new Utils.BooleanHolder(false);
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let failedText = this.move.getMove().getFailedText(this.pokemon, targets[0], this.move.getMove(), cancelled);
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if (success && this.scene.arena.isMoveWeatherCancelled(this.move.getMove())) {
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success = false;
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} else if (success && this.scene.arena.isMoveTerrainCancelled(this.pokemon, this.targets, this.move.getMove())) {
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success = false;
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if (failedText === null) {
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failedText = getTerrainBlockMessage(targets[0], this.scene.arena.terrain?.terrainType!); // TODO: is this bang correct?
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}
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// Reset hit-related turn data when starting follow-up moves (e.g. Metronomed moves, Dancer repeats)
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if (this.followUp) {
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this.pokemon.turnData.hitsLeft = undefined;
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this.pokemon.turnData.hitCount = undefined;
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}
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/**
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* Trigger pokemon type change before playing the move animation
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* Will still change the user's type when using Roar, Whirlwind, Trick-or-Treat, and Forest's Curse,
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* regardless of whether the move successfully executes or not.
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* Check move to see if arena.ignoreAbilities should be true.
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*/
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if (success || [Moves.ROAR, Moves.WHIRLWIND, Moves.TRICK_OR_TREAT, Moves.FORESTS_CURSE].includes(this.move.moveId)) {
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applyPreAttackAbAttrs(PokemonTypeChangeAbAttr, this.pokemon, null, this.move.getMove());
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if (!this.followUp) {
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this.scene.arena.ignoreAbilities = this.move.getMove().checkFlag(MoveFlags.IGNORE_ABILITIES, this.pokemon, null);
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}
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if (success) {
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this.scene.unshiftPhase(this.getEffectPhase());
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this.resolveRedirectTarget();
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this.resolveCounterAttackTarget();
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this.resolvePreMoveStatusEffects();
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this.resolveFinalPreMoveCancellationChecks();
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if (this.cancelled || this.failed) {
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this.handlePreMoveFailures();
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} else {
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this.pokemon.pushMoveHistory({ move: this.move.moveId, targets: this.targets, result: MoveResult.FAIL, virtual: this.move.virtual });
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if (!cancelled.value) {
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this.showFailedText(failedText);
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this.useMove();
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}
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}
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// Checks if Dancer ability is triggered
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if (this.move.getMove().hasFlag(MoveFlags.DANCE_MOVE) && !this.followUp) {
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// Pokemon with Dancer can be on either side of the battle so we check in both cases
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this.scene.getPlayerField().forEach(pokemon => {
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applyPostMoveUsedAbAttrs(PostMoveUsedAbAttr, pokemon, this.move, this.pokemon, this.targets);
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});
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this.scene.getEnemyField().forEach(pokemon => {
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applyPostMoveUsedAbAttrs(PostMoveUsedAbAttr, pokemon, this.move, this.pokemon, this.targets);
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});
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}
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this.end();
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};
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this.end();
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}
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resolveFinalPreMoveCancellationChecks() {
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const targets = this.getActiveTargetPokemon();
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const moveQueue = this.pokemon.getMoveQueue();
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// Cancellation edge cases - no targets remaining, or Moves.NONE is on the queue (TODO: when does this happen?)
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if (targets.length === 0 || (moveQueue.length && moveQueue[0].move === Moves.NONE)) {
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this.showFailedText();
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this.cancelled = true;
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}
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}
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getActiveTargetPokemon() {
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return this.scene.getField(true).filter(p => this.targets.includes(p.getBattlerIndex()));
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}
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/**
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* Handles Sleep/Paralysis/Freeze rolls and side effects, along with lapsing volatile statuses.
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*/
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resolvePreMoveStatusEffects() {
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if (!this.followUp && this.pokemon.status && !this.pokemon.status.isPostTurn()) {
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this.pokemon.status.incrementTurn();
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let activated = false;
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@ -274,25 +161,237 @@ export class MovePhase extends BattlePhase {
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if (activated) {
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this.scene.queueMessage(getStatusEffectActivationText(this.pokemon.status.effect, getPokemonNameWithAffix(this.pokemon)));
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this.scene.unshiftPhase(new CommonAnimPhase(this.scene, this.pokemon.getBattlerIndex(), undefined, CommonAnim.POISON + (this.pokemon.status.effect - 1)));
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doMove();
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} else {
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if (healed) {
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} else if (healed) {
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this.scene.queueMessage(getStatusEffectHealText(this.pokemon.status.effect, getPokemonNameWithAffix(this.pokemon)));
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this.pokemon.resetStatus();
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this.pokemon.updateInfo();
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}
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doMove();
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}
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} else {
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doMove();
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// Lapse tags that triggered before a move is used, regardless of whether or not it failed.
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this.pokemon.lapseTags(BattlerTagLapseType.PRE_MOVE);
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// TODO: does this intentionally happen before the no targets/Moves.NONE on queue cancellation case is checked?
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if (!this.followUp && this.canMove() && !this.cancelled) {
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this.pokemon.lapseTags(BattlerTagLapseType.MOVE);
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}
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}
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getEffectPhase(): MoveEffectPhase {
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return new MoveEffectPhase(this.scene, this.pokemon.getBattlerIndex(), this.targets, this.move);
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useMove() {
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const targets = this.getActiveTargetPokemon();
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const moveQueue = this.pokemon.getMoveQueue();
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// form changes happen even before we know that the move wll execute.
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this.scene.triggerPokemonFormChange(this.pokemon, SpeciesFormChangePreMoveTrigger);
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this.showMoveText();
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// TODO: Clean up implementation of two-turn moves.
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if (moveQueue.length > 0) { // Using .shift here clears out two turn moves once they've been used
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this.ignorePp = moveQueue.shift().ignorePP;
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}
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// "commit" to using the move, deducting PP.
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if (!this.ignorePp) {
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const ppUsed = 1 + this.getPpIncreaseFromPressure(targets);
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this.move.usePp(ppUsed);
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this.scene.eventTarget.dispatchEvent(new MoveUsedEvent(this.pokemon?.id, this.move.getMove(), ppUsed));
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}
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// Update the battle's "last move" pointer, unless we're currently mimicking a move.
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// TODO: what does this accomplish? what would break if we didn't do it?
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if (!allMoves[this.move.moveId].hasAttr(CopyMoveAttr)) {
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this.scene.currentBattle.lastMove = this.move.moveId;
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}
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/**
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* Determine if the move is successful (meaning that its damage/effects can be attempted)
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* by checking that all of the following are true:
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* - Conditional attributes of the move are all met
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* - The target's `ForceSwitchOutImmunityAbAttr` is not triggered (see {@linkcode Move.prototype.applyConditions})
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* - Weather does not block the move
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* - Terrain does not block the move
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*
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* TODO: These steps are straightforward, but the implementation below is extremely convoluted.
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*/
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const move = this.move.getMove();
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// Move conditions assume the move has a single target (is this sustainable?)
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const passesConditions = move.applyConditions(this.pokemon, targets[0], move);
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const failureMessage = move.getFailedText(this.pokemon, targets[0], move, null);
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const failedWithMessage = failureMessage !== null && failureMessage !== undefined;
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let failedDueToWeather: boolean, failedDueToTerrain: boolean;
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if (!failedWithMessage) {
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failedDueToWeather = this.scene.arena.isMoveWeatherCancelled(move);
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if (!failedDueToWeather) {
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failedDueToTerrain = this.scene.arena.isMoveTerrainCancelled(this.pokemon, this.targets, move);
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}
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}
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const success = passesConditions && !failedWithMessage && !failedDueToWeather && !failedDueToTerrain;
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/**
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* If the move has not failed, trigger ability-based user type changes and then execute it.
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*
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* Notably, Roar, Whirlwind, Trick-or-Treat, and Forest's Curse will trigger these type changes even
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* if the move fails.
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*
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* TODO: Should these exceptions have a move flag?
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*/
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if (success) {
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applyPreAttackAbAttrs(PokemonTypeChangeAbAttr, this.pokemon, null, this.move.getMove());
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this.scene.unshiftPhase(new MoveEffectPhase(this.scene, this.pokemon.getBattlerIndex(), this.targets, this.move));
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} else {
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if ([Moves.ROAR, Moves.WHIRLWIND, Moves.TRICK_OR_TREAT, Moves.FORESTS_CURSE].includes(this.move.moveId)) {
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applyPreAttackAbAttrs(PokemonTypeChangeAbAttr, this.pokemon, null, this.move.getMove());
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}
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this.pokemon.pushMoveHistory({ move: this.move.moveId, targets: this.targets, result: MoveResult.FAIL, virtual: this.move.virtual });
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let failedText: string | undefined;
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if (failedWithMessage) {
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failedText = failureMessage;
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} else if (failedDueToTerrain) {
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failedText = getTerrainBlockMessage(this.pokemon, this.scene.arena.getTerrainType());
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}
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this.showFailedText(failedText);
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}
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// Handle Dance, which triggers immediately after a move is used (rather than waiting on this.end()).
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// Note that the !this.followUp check here prevents an infinite Dancer loop.
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if (this.move.getMove().hasFlag(MoveFlags.DANCE_MOVE) && !this.followUp) {
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this.scene.getField(true).forEach(pokemon => {
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applyPostMoveUsedAbAttrs(PostMoveUsedAbAttr, pokemon, this.move, this.pokemon, this.targets);
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});
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}
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}
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end() {
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if (!this.followUp && this.canMove()) {
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this.scene.unshiftPhase(new MoveEndPhase(this.scene, this.pokemon.getBattlerIndex()));
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}
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super.end();
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}
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/**
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* Applies PP increasing abilities (so, Pressure) if they exist on the target pokemon.
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* Note that targets must include only active pokemon.
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*
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* TODO: This hardcodes the PP increase at 1 per opponent, rather than deferring to the ability.
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*/
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getPpIncreaseFromPressure(targets: Pokemon[]) {
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const foesWithPressure = this.pokemon.getOpponents().filter(o => targets.includes(o) && o.isActive(true) && o.hasAbilityWithAttr(IncreasePpAbAttr));
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return foesWithPressure.length;
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}
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/**
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* Modifies this.targets in place, based upon:
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* - Move redirection abilities, effects, etc.
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* - Counterattacks, which pass a special value into the `targets` constructor param (`[BattlerIndex.ATTACKER]`).
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*/
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resolveRedirectTarget() {
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if (this.targets.length === 1) {
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const currentTarget = this.targets[0];
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const redirectTarget = new Utils.IntegerHolder(currentTarget);
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||||
// check move redirection abilities of every pokemon *except* the user.
|
||||
this.scene.getField(true).filter(p => p !== this.pokemon).forEach(p => applyAbAttrs(RedirectMoveAbAttr, p, null, this.move.moveId, redirectTarget));
|
||||
|
||||
// check for center-of-attention tags (note that this will override redirect abilities)
|
||||
this.pokemon.getOpponents().forEach(p => {
|
||||
const redirectTag = p.getTag(CenterOfAttentionTag) as CenterOfAttentionTag;
|
||||
|
||||
// TODO: don't hardcode this interaction.
|
||||
// Handle interaction between the rage powder center-of-attention tag and moves used by grass types/overcoat-havers (which are immune to RP's redirect)
|
||||
if (redirectTag && (!redirectTag.powder || (!this.pokemon.isOfType(Type.GRASS) && !this.pokemon.hasAbility(Abilities.OVERCOAT)))) {
|
||||
redirectTarget.value = p.getBattlerIndex();
|
||||
}
|
||||
});
|
||||
|
||||
if (currentTarget !== redirectTarget.value) {
|
||||
if (this.move.getMove().hasAttr(BypassRedirectAttr)) {
|
||||
redirectTarget.value = currentTarget;
|
||||
|
||||
} else if (this.pokemon.hasAbilityWithAttr(BlockRedirectAbAttr)) {
|
||||
redirectTarget.value = currentTarget;
|
||||
this.scene.unshiftPhase(new ShowAbilityPhase(this.scene, this.pokemon.getBattlerIndex(), this.pokemon.getPassiveAbility().hasAttr(BlockRedirectAbAttr)));
|
||||
}
|
||||
|
||||
this.targets[0] = redirectTarget.value;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Counter-attacking moves pass in `[BattlerIndex.ATTACKER]` into the constructor's `targets` param.
|
||||
* This function modifies `this.targets` to reflect the actual battler index of the user's last
|
||||
* attacker.
|
||||
*
|
||||
* If there is no last attacker, or they are no longer on the field, a message is displayed and the
|
||||
* move is marked for failure.
|
||||
*/
|
||||
resolveCounterAttackTarget() {
|
||||
if (this.targets.length === 1 && this.targets[0] === BattlerIndex.ATTACKER) {
|
||||
if (this.pokemon.turnData.attacksReceived.length) {
|
||||
const attacker = this.pokemon.turnData.attacksReceived.length
|
||||
? this.pokemon.scene.getPokemonById(this.pokemon.turnData.attacksReceived[0].sourceId)
|
||||
: null;
|
||||
|
||||
if (attacker?.isActive(true)) {
|
||||
this.targets[0] = attacker.getBattlerIndex();
|
||||
}
|
||||
}
|
||||
|
||||
if (this.targets[0] === BattlerIndex.ATTACKER) {
|
||||
this.fail();
|
||||
this.showMoveText();
|
||||
this.showFailedText();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
handlePreMoveFailures() {
|
||||
if (this.cancelled || this.failed) {
|
||||
if (this.failed) {
|
||||
const ppUsed = this.ignorePp ? 0 : 1; // note that failed move PP usage isn't affected by pressure
|
||||
|
||||
if (ppUsed) {
|
||||
this.move.usePp();
|
||||
}
|
||||
|
||||
this.scene.eventTarget.dispatchEvent(new MoveUsedEvent(this.pokemon?.id, this.move.getMove(), ppUsed));
|
||||
}
|
||||
|
||||
// Record a cancelled OR failed move in move history, so Abilities like Truant don't trigger on the
|
||||
// next turn and soft-lock.
|
||||
this.pokemon.pushMoveHistory({ move: Moves.NONE, result: MoveResult.FAIL });
|
||||
|
||||
// Semi-invulnerable battler tags (Fly/Dive/etc.) are intended to lapse on move effects, but also need
|
||||
// to lapse on move failure/cancellation.
|
||||
// TODO: ...this seems weird.
|
||||
this.pokemon.lapseTags(BattlerTagLapseType.MOVE_EFFECT);
|
||||
|
||||
// Remove the second turn of charge moves
|
||||
// TODO: handle charge moves more gracefully
|
||||
this.pokemon.getMoveQueue().shift();
|
||||
}
|
||||
}
|
||||
|
||||
showMoveText(): void {
|
||||
if (this.move.moveId === Moves.NONE) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (this.move.getMove().hasAttr(ChargeAttr)) {
|
||||
const lastMove = this.pokemon.getLastXMoves() as TurnMove[];
|
||||
if (!lastMove.length || lastMove[0].move !== this.move.getMove().id || lastMove[0].result !== MoveResult.OTHER) {
|
||||
|
@ -312,18 +411,10 @@ export class MovePhase extends BattlePhase {
|
|||
pokemonNameWithAffix: getPokemonNameWithAffix(this.pokemon),
|
||||
moveName: this.move.getName()
|
||||
}), 500);
|
||||
applyMoveAttrs(PreMoveMessageAttr, this.pokemon, this.pokemon.getOpponents().find(() => true)!, this.move.getMove()); //TODO: is the bang correct here?
|
||||
applyMoveAttrs(PreMoveMessageAttr, this.pokemon, this.pokemon.getOpponents().find(() => true), this.move.getMove());
|
||||
}
|
||||
|
||||
showFailedText(failedText: string | null = null): void {
|
||||
showFailedText(failedText: string = null): void {
|
||||
this.scene.queueMessage(failedText || i18next.t("battle:attackFailed"));
|
||||
}
|
||||
|
||||
end() {
|
||||
if (!this.followUp && this.canMove()) {
|
||||
this.scene.unshiftPhase(new MoveEndPhase(this.scene, this.pokemon.getBattlerIndex()));
|
||||
}
|
||||
|
||||
super.end();
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue