Updated ForceSwitchOutAttr (#90)

* Updated ForceSwitchOutAttr

Should fix issue #83

* Removed the additional indents

* Updated the import and fixed the ForceSwitchOutAttr coding errors

* Removed the rest of the indents

* Updated formatting
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EmoUsedHM01 2024-04-12 12:32:06 +01:00 committed by GitHub
parent 20b6612cd1
commit fba98ffa0c
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1 changed files with 64 additions and 49 deletions

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@ -12,7 +12,7 @@ import * as Utils from "../utils";
import { WeatherType } from "./weather"; import { WeatherType } from "./weather";
import { ArenaTagSide, ArenaTrapTag } from "./arena-tag"; import { ArenaTagSide, ArenaTrapTag } from "./arena-tag";
import { ArenaTagType } from "./enums/arena-tag-type"; import { ArenaTagType } from "./enums/arena-tag-type";
import { ProtectAbilityAbAttr, BlockRecoilDamageAttr, BlockOneHitKOAbAttr, IgnoreContactAbAttr, MaxMultiHitAbAttr, applyAbAttrs, BlockNonDirectDamageAbAttr, applyPreSwitchOutAbAttrs, PreSwitchOutAbAttr } from "./ability"; import { ProtectAbilityAbAttr, BlockRecoilDamageAttr, BlockOneHitKOAbAttr, IgnoreContactAbAttr, MaxMultiHitAbAttr, applyAbAttrs, BlockNonDirectDamageAbAttr, applyPreSwitchOutAbAttrs, PreSwitchOutAbAttr, applyPostDefendAbAttrs, PostDefendContactApplyStatusEffectAbAttr } from "./ability";
import { Abilities } from "./enums/abilities"; import { Abilities } from "./enums/abilities";
import { PokemonHeldItemModifier } from "../modifier/modifier"; import { PokemonHeldItemModifier } from "../modifier/modifier";
import { BattlerIndex } from "../battle"; import { BattlerIndex } from "../battle";
@ -2503,25 +2503,38 @@ export class ForceSwitchOutAttr extends MoveEffectAttr {
constructor(user?: boolean, batonPass?: boolean) { constructor(user?: boolean, batonPass?: boolean) {
super(false, MoveEffectTrigger.HIT, true); super(false, MoveEffectTrigger.HIT, true);
this.user = !!user; this.user = !!user;
this.batonPass = !!batonPass; this.batonPass = !!batonPass;
} }
apply(user: Pokemon, target: Pokemon, move: Move, args: any[]): Promise<boolean> { apply(user: Pokemon, target: Pokemon, move: Move, args: any[]): Promise<boolean> {
return new Promise(resolve => { return new Promise(resolve => {
if (move.category !== MoveCategory.STATUS && !this.getSwitchOutCondition()(user, target, move)) // Check if the move category is not STATUS or if the switch out condition is not met
if (move.category !== MoveCategory.STATUS && !this.getSwitchOutCondition()(user, target, move)) {
//Apply effects that need to be executed before switch out
//For example, applying poison or any other status condition
applyPostDefendAbAttrs(PostDefendContactApplyStatusEffectAbAttr, target, user, move);
//Resolve the Promise after the switch out is complete
return resolve(false); return resolve(false);
}
// Move the switch out logic inside the conditional block
// This ensures that the switch out only happens when the conditions are met
const switchOutTarget = this.user ? user : target; const switchOutTarget = this.user ? user : target;
if (switchOutTarget instanceof PlayerPokemon) { if (switchOutTarget instanceof PlayerPokemon) {
// Switch out logic for PlayerPokemon
// This includes applying any necessary effects before switching out
if (switchOutTarget.hp) { if (switchOutTarget.hp) {
applyPreSwitchOutAbAttrs(PreSwitchOutAbAttr, switchOutTarget); applyPreSwitchOutAbAttrs(PreSwitchOutAbAttr, switchOutTarget);
(switchOutTarget as PlayerPokemon).switchOut(this.batonPass, true).then(() => resolve(true)); (switchOutTarget as PlayerPokemon).switchOut(this.batonPass, true).then(() => resolve(true));
} }
else else {
resolve(false); resolve(false);
}
return; return;
} else if (user.scene.currentBattle.battleType) { }
else if (user.scene.currentBattle.battleType) {
// Switch out logic for the battle type
switchOutTarget.resetTurnData(); switchOutTarget.resetTurnData();
switchOutTarget.resetSummonData(); switchOutTarget.resetSummonData();
switchOutTarget.hideInfo(); switchOutTarget.hideInfo();
@ -2531,7 +2544,9 @@ export class ForceSwitchOutAttr extends MoveEffectAttr {
if (switchOutTarget.hp) if (switchOutTarget.hp)
user.scene.unshiftPhase(new SwitchSummonPhase(user.scene, switchOutTarget.getFieldIndex(), user.scene.currentBattle.trainer.getNextSummonIndex((switchOutTarget as EnemyPokemon).trainerSlot), false, this.batonPass, false)); user.scene.unshiftPhase(new SwitchSummonPhase(user.scene, switchOutTarget.getFieldIndex(), user.scene.currentBattle.trainer.getNextSummonIndex((switchOutTarget as EnemyPokemon).trainerSlot), false, this.batonPass, false));
} else { }
else {
// Switch out logic for everything else
switchOutTarget.setVisible(false); switchOutTarget.setVisible(false);
if (switchOutTarget.hp) { if (switchOutTarget.hp) {