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27 Commits

Author SHA1 Message Date
NightKev 3caab70cfd
Merge 6947e46316 into 0567d4b5e2 2024-09-18 14:19:39 -07:00
NightKev 6947e46316
Merge branch 'beta' into refactor-move-phase 2024-09-16 23:55:54 -07:00
NightKev f43a0d56e6
Merge branch 'beta' into refactor-move-phase 2024-09-16 15:41:28 -07:00
NightKev 8f11bf71a4
Merge branch 'beta' into refactor-move-phase 2024-09-15 00:29:18 -07:00
NightKev 0aa1a01568
Merge branch 'beta' into refactor-move-phase 2024-09-14 06:24:05 -07:00
NightKev 5b182b1412 Merge branch 'refactor-move-phase' of https://github.com/DayKev/pokerogue into refactor-move-phase 2024-09-14 05:01:16 -07:00
NightKev 9ab06eaa42 Merge branch 'beta' into refactor-move-phase 2024-09-14 05:00:47 -07:00
NightKev ea39ca8706 Don't use failure text as a condition for move success
A move defining potential failure text doesn't mean it failed
2024-09-14 04:58:45 -07:00
NightKev 28636b9402
Merge branch 'beta' into refactor-move-phase 2024-09-13 03:49:52 -07:00
NightKev 8e82dfae45 Merge branch 'beta' into refactor-move-phase 2024-09-11 19:02:17 -07:00
NightKev de2d0242e5
Merge branch 'beta' into refactor-move-phase 2024-09-10 05:08:14 -07:00
NightKev f131d99715 Remove unused function `BattleScene.pushMovePhase` 2024-09-10 05:07:29 -07:00
NightKev e27c6e2071 Merge branch 'beta' into refactor-move-phase 2024-09-08 23:37:16 -07:00
NightKev 7d340f2190 Make `pokemon`, `move` and `targets` fields `protected set`/`public get` 2024-09-07 01:34:02 -07:00
NightKev 5bd259335b Move some comments to tsdocs, add tsdocs for `canMove()` 2024-09-07 01:25:02 -07:00
NightKev b9f7f1a5b5 Merge branch 'beta' into refactor-move-phase 2024-09-07 01:02:44 -07:00
NightKev 9635c4b62f Remove a "TODO" comment (answer: it's for moves like Copycat/etc) 2024-09-06 02:34:51 -07:00
NightKev da34c6e5f2 Replace `.find()` with `[0]` 2024-09-06 02:29:18 -07:00
NightKev 899d51ebbf Merge branch 'refactor-move-phase' of https://github.com/DayKev/pokerogue into refactor-move-phase 2024-09-06 02:23:48 -07:00
NightKev 3aea343dc5 Fix multi-hit moves called from Metronome/etc, fixes #3914 2024-09-06 02:23:09 -07:00
NightKev 5a1bbcf357
Merge branch 'beta' into refactor-move-phase 2024-09-06 01:26:00 -07:00
NightKev 006c918e0b Fix multi-hit moves 2024-09-06 01:08:50 -07:00
NightKev 9f2a785fdd Separate tag lapsing out of the status resolution function 2024-09-06 00:37:42 -07:00
NightKev 841f032e45 Add some missing code from updates 2024-09-06 00:19:00 -07:00
NightKev 7fd334b35e Merge branch 'beta' into refactor-move-phase 2024-09-05 23:42:54 -07:00
NightKev c3821c0ef3 Fix errors 2024-09-02 00:20:21 -07:00
NightKev 6437a5a801 Attempt to merge changes 2024-09-02 00:02:34 -07:00
5 changed files with 347 additions and 221 deletions

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@ -25,7 +25,7 @@ import {
modifierTypes, PokemonHeldItemModifierType
} from "./modifier/modifier-type";
import AbilityBar from "./ui/ability-bar";
import { BlockItemTheftAbAttr, DoubleBattleChanceAbAttr, ChangeMovePriorityAbAttr, PostBattleInitAbAttr, applyAbAttrs, applyPostBattleInitAbAttrs } from "./data/ability";
import { BlockItemTheftAbAttr, DoubleBattleChanceAbAttr, PostBattleInitAbAttr, applyAbAttrs, applyPostBattleInitAbAttrs } from "./data/ability";
import { allAbilities } from "./data/ability";
import Battle, { BattleType, FixedBattleConfig } from "./battle";
import { GameMode, GameModes, getGameMode } from "./game-mode";
@ -2326,17 +2326,6 @@ export default class BattleScene extends SceneBase {
return false;
}
pushMovePhase(movePhase: MovePhase, priorityOverride?: integer): void {
const movePriority = new Utils.IntegerHolder(priorityOverride !== undefined ? priorityOverride : movePhase.move.getMove().priority);
applyAbAttrs(ChangeMovePriorityAbAttr, movePhase.pokemon, null, false, movePhase.move.getMove(), movePriority);
const lowerPriorityPhase = this.phaseQueue.find(p => p instanceof MovePhase && p.move.getMove().priority < movePriority.value);
if (lowerPriorityPhase) {
this.phaseQueue.splice(this.phaseQueue.indexOf(lowerPriorityPhase), 0, movePhase);
} else {
this.pushPhase(movePhase);
}
}
/**
* Tries to add the input phase to index before target phase in the phaseQueue, else simply calls unshiftPhase()
* @param phase {@linkcode Phase} the phase to be added

View File

@ -391,16 +391,16 @@ export class Arena {
return true;
}
isMoveWeatherCancelled(user: Pokemon, move: Move) {
return this.weather && !this.weather.isEffectSuppressed(this.scene) && this.weather.isMoveWeatherCancelled(user, move);
isMoveWeatherCancelled(user: Pokemon, move: Move): boolean {
return (this.weather && !this.weather.isEffectSuppressed(this.scene) && this.weather.isMoveWeatherCancelled(user, move)) as boolean;
}
isMoveTerrainCancelled(user: Pokemon, targets: BattlerIndex[], move: Move) {
return this.terrain && this.terrain.isMoveTerrainCancelled(user, targets, move);
isMoveTerrainCancelled(user: Pokemon, targets: BattlerIndex[], move: Move): boolean {
return (this.terrain && this.terrain.isMoveTerrainCancelled(user, targets, move)) as boolean;
}
getTerrainType() : TerrainType {
return this.terrain?.terrainType || TerrainType.NONE;
getTerrainType(): TerrainType {
return this.terrain?.terrainType ?? TerrainType.NONE;
}
getAttackTypeMultiplier(attackType: Type, grounded: boolean): number {

View File

@ -4863,8 +4863,8 @@ export class PokemonBattleSummonData {
export class PokemonTurnData {
public flinched: boolean = false;
public acted: boolean = false;
public hitCount: number;
public hitsLeft: number;
public hitCount: number = 0;
public hitsLeft: number = -1;
public damageDealt: number = 0;
public currDamageDealt: number = 0;
public damageTaken: number = 0;

View File

@ -69,7 +69,7 @@ export class MoveEffectPhase extends PokemonPhase {
* 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 === undefined) {
if (user.turnData.hitsLeft === -1) {
const hitCount = new Utils.IntegerHolder(1);
// Assume single target for multi hit
applyMoveAttrs(MultiHitAttr, user, this.getTarget() ?? null, move, hitCount);

View File

@ -1,5 +1,5 @@
import BattleScene from "#app/battle-scene";
import { BattlerIndex } from "#app/battle";
import BattleScene from "#app/battle-scene";
import { applyAbAttrs, applyPostMoveUsedAbAttrs, applyPreAttackAbAttrs, BlockRedirectAbAttr, IncreasePpAbAttr, PokemonTypeChangeAbAttr, PostMoveUsedAbAttr, RedirectMoveAbAttr } from "#app/data/ability";
import { CommonAnim } from "#app/data/battle-anims";
import { BattlerTagLapseType, CenterOfAttentionTag } from "#app/data/battler-tags";
@ -15,23 +15,51 @@ import { StatusEffect } from "#app/enums/status-effect";
import { MoveUsedEvent } from "#app/events/battle-scene";
import Pokemon, { MoveResult, PokemonMove, TurnMove } from "#app/field/pokemon";
import { getPokemonNameWithAffix } from "#app/messages";
import { BattlePhase } from "#app/phases/battle-phase";
import { CommonAnimPhase } from "#app/phases/common-anim-phase";
import { MoveEffectPhase } from "#app/phases/move-effect-phase";
import { MoveEndPhase } from "#app/phases/move-end-phase";
import { ShowAbilityPhase } from "#app/phases/show-ability-phase";
import * as Utils from "#app/utils";
import i18next from "i18next";
import { BattlePhase } from "./battle-phase";
import { CommonAnimPhase } from "./common-anim-phase";
import { MoveEffectPhase } from "./move-effect-phase";
import { MoveEndPhase } from "./move-end-phase";
import { ShowAbilityPhase } from "./show-ability-phase";
export class MovePhase extends BattlePhase {
public pokemon: Pokemon;
public move: PokemonMove;
public targets: BattlerIndex[];
protected _pokemon: Pokemon;
protected _move: PokemonMove;
protected _targets: BattlerIndex[];
protected followUp: boolean;
protected ignorePp: boolean;
protected failed: boolean;
protected cancelled: boolean;
protected failed: boolean = false;
protected cancelled: boolean = false;
public get pokemon(): Pokemon {
return this._pokemon;
}
protected set pokemon(pokemon: Pokemon) {
this._pokemon = pokemon;
}
public get move(): PokemonMove {
return this._move;
}
protected set move(move: PokemonMove) {
this._move = move;
}
public get targets(): BattlerIndex[] {
return this._targets;
}
protected set targets(targets: BattlerIndex[]) {
this._targets = targets;
}
/**
* @param followUp Indicates that the move being uses is a "follow-up" - for example, a move being used by Metronome or Dancer.
* Follow-ups bypass a few failure conditions, including flinches, sleep/paralysis/freeze and volatile status checks, etc.
*/
constructor(scene: BattleScene, pokemon: Pokemon, targets: BattlerIndex[], move: PokemonMove, followUp?: boolean, ignorePp?: boolean) {
super(scene);
@ -40,10 +68,13 @@ export class MovePhase extends BattlePhase {
this.move = move;
this.followUp = followUp ?? false;
this.ignorePp = ignorePp ?? false;
this.failed = false;
this.cancelled = false;
}
/**
* Checks if the pokemon is active, if the move is usable, and that the move is targetting something.
* @param ignoreDisableTags `true` to not check if the move is disabled
* @returns `true` if all the checks pass
*/
canMove(ignoreDisableTags?: boolean): boolean {
return this.pokemon.isActive(true) && this.move.isUsable(this.pokemon, this.ignorePp, ignoreDisableTags) && !!this.targets.length;
}
@ -63,8 +94,9 @@ export class MovePhase extends BattlePhase {
console.log(Moves[this.move.moveId]);
// Check if move is unusable (e.g. because it's out of PP due to a mid-turn Spite).
if (!this.canMove(true)) {
if (this.pokemon.isActive(true) && this.move.ppUsed >= this.move.getMovePp()) { // if the move PP was reduced from Spite or otherwise, the move fails
if (this.pokemon.isActive(true) && this.move.ppUsed >= this.move.getMovePp()) {
this.fail();
this.showMoveText();
this.showFailedText();
@ -72,179 +104,57 @@ export class MovePhase extends BattlePhase {
return this.end();
}
this.pokemon.turnData.acted = true;
// Reset hit-related turn data when starting follow-up moves (e.g. Metronomed moves, Dancer repeats)
if (this.followUp) {
this.pokemon.turnData.hitsLeft = -1;
this.pokemon.turnData.hitCount = 0;
}
// Check move to see if arena.ignoreAbilities should be true.
if (!this.followUp) {
if (this.move.getMove().checkFlag(MoveFlags.IGNORE_ABILITIES, this.pokemon, null)) {
this.scene.arena.setIgnoreAbilities();
}
}
this.resolveRedirectTarget();
this.resolveCounterAttackTarget();
this.resolvePreMoveStatusEffects();
this.lapsePreMoveAndMoveTags();
this.resolveFinalPreMoveCancellationChecks();
if (this.cancelled || this.failed) {
this.handlePreMoveFailures();
} else {
this.pokemon.turnData.hitsLeft = 0; // TODO: is `0` correct?
this.pokemon.turnData.hitCount = 0; // TODO: is `0` correct?
this.useMove();
}
// Move redirection abilities (ie. Storm Drain) only support single target moves
const moveTarget = this.targets.length === 1
? new Utils.IntegerHolder(this.targets[0])
: null;
if (moveTarget) {
const oldTarget = moveTarget.value;
this.scene.getField(true).filter(p => p !== this.pokemon).forEach(p => applyAbAttrs(RedirectMoveAbAttr, p, null, false, this.move.moveId, moveTarget));
this.pokemon.getOpponents().forEach(p => {
const redirectTag = p.getTag(CenterOfAttentionTag) as CenterOfAttentionTag;
if (redirectTag && (!redirectTag.powder || (!this.pokemon.isOfType(Type.GRASS) && !this.pokemon.hasAbility(Abilities.OVERCOAT)))) {
moveTarget.value = p.getBattlerIndex();
}
});
//Check if this move is immune to being redirected, and restore its target to the intended target if it is.
if ((this.pokemon.hasAbilityWithAttr(BlockRedirectAbAttr) || this.move.getMove().hasAttr(BypassRedirectAttr))) {
//If an ability prevented this move from being redirected, display its ability pop up.
if ((this.pokemon.hasAbilityWithAttr(BlockRedirectAbAttr) && !this.move.getMove().hasAttr(BypassRedirectAttr)) && oldTarget !== moveTarget.value) {
this.scene.unshiftPhase(new ShowAbilityPhase(this.scene, this.pokemon.getBattlerIndex(), this.pokemon.getPassiveAbility().hasAttr(BlockRedirectAbAttr)));
}
moveTarget.value = oldTarget;
}
this.targets[0] = moveTarget.value;
this.end();
}
/** Check for cancellation edge cases - no targets remaining, or Moves.NONE is on the queue (TODO: when does this happen?) */
resolveFinalPreMoveCancellationChecks() {
const targets = this.getActiveTargetPokemon();
const moveQueue = this.pokemon.getMoveQueue();
if (targets.length === 0 || (moveQueue.length && moveQueue[0].move === Moves.NONE)) {
this.showFailedText();
this.cancelled = true;
}
}
// Check for counterattack moves to switch target
if (this.targets.length === 1 && this.targets[0] === BattlerIndex.ATTACKER) {
if (this.pokemon.turnData.attacksReceived.length) {
const attack = this.pokemon.turnData.attacksReceived[0];
this.targets[0] = attack.sourceBattlerIndex;
// account for metal burst and comeuppance hitting remaining targets in double battles
// counterattack will redirect to remaining ally if original attacker faints
if (this.scene.currentBattle.double && this.move.getMove().hasFlag(MoveFlags.REDIRECT_COUNTER)) {
if (this.scene.getField()[this.targets[0]].hp === 0) {
const opposingField = this.pokemon.isPlayer() ? this.scene.getEnemyField() : this.scene.getPlayerField();
//@ts-ignore
this.targets[0] = opposingField.find(p => p.hp > 0)?.getBattlerIndex(); //TODO: fix ts-ignore
}
}
}
if (this.targets[0] === BattlerIndex.ATTACKER) {
this.fail(); // Marks the move as failed for later in doMove
this.showMoveText();
this.showFailedText();
}
}
const targets = this.scene.getField(true).filter(p => {
if (this.targets.indexOf(p.getBattlerIndex()) > -1) {
return true;
}
return false;
});
const doMove = () => {
this.pokemon.turnData.acted = true; // Record that the move was attempted, even if it fails
this.pokemon.lapseTags(BattlerTagLapseType.PRE_MOVE);
let ppUsed = 1;
// Filter all opponents to include only those this move is targeting
const targetedOpponents = this.pokemon.getOpponents().filter(o => this.targets.includes(o.getBattlerIndex()));
for (const opponent of targetedOpponents) {
if (this.move.ppUsed + ppUsed >= this.move.getMovePp()) { // If we're already at max PP usage, stop checking
break;
}
if (opponent.hasAbilityWithAttr(IncreasePpAbAttr)) { // Accounting for abilities like Pressure
ppUsed++;
}
}
if (!this.followUp && this.canMove() && !this.cancelled) {
this.pokemon.lapseTags(BattlerTagLapseType.MOVE);
}
const moveQueue = this.pokemon.getMoveQueue();
if (this.cancelled || this.failed) {
if (this.failed) {
this.move.usePp(ppUsed); // Only use PP if the move failed
this.scene.eventTarget.dispatchEvent(new MoveUsedEvent(this.pokemon?.id, this.move.getMove(), this.move.ppUsed));
}
// Record a failed move so Abilities like Truant don't trigger next turn and soft-lock
this.pokemon.pushMoveHistory({ move: Moves.NONE, result: MoveResult.FAIL });
this.pokemon.lapseTags(BattlerTagLapseType.MOVE_EFFECT); // Remove any tags from moves like Fly/Dive/etc.
this.pokemon.lapseTags(BattlerTagLapseType.AFTER_MOVE);
moveQueue.shift(); // Remove the second turn of charge moves
return this.end();
}
this.scene.triggerPokemonFormChange(this.pokemon, SpeciesFormChangePreMoveTrigger);
if (this.move.moveId) {
this.showMoveText();
}
// This should only happen when there are no valid targets left on the field
if ((moveQueue.length && moveQueue[0].move === Moves.NONE) || !targets.length) {
this.showFailedText();
this.cancel();
// Record a failed move so Abilities like Truant don't trigger next turn and soft-lock
this.pokemon.pushMoveHistory({ move: Moves.NONE, result: MoveResult.FAIL });
this.pokemon.lapseTags(BattlerTagLapseType.MOVE_EFFECT); // Remove any tags from moves like Fly/Dive/etc.
this.pokemon.lapseTags(BattlerTagLapseType.AFTER_MOVE);
moveQueue.shift();
return this.end();
}
if ((!moveQueue.length || !moveQueue.shift()?.ignorePP) && !this.ignorePp) { // using .shift here clears out two turn moves once they've been used
this.move.usePp(ppUsed);
this.scene.eventTarget.dispatchEvent(new MoveUsedEvent(this.pokemon?.id, this.move.getMove(), this.move.ppUsed));
}
if (!allMoves[this.move.moveId].hasAttr(CopyMoveAttr)) {
this.scene.currentBattle.lastMove = this.move.moveId;
}
// Assume conditions affecting targets only apply to moves with a single target
let success = this.move.getMove().applyConditions(this.pokemon, targets[0], this.move.getMove());
const cancelled = new Utils.BooleanHolder(false);
let failedText = this.move.getMove().getFailedText(this.pokemon, targets[0], this.move.getMove(), cancelled);
if (success && this.scene.arena.isMoveWeatherCancelled(this.pokemon, this.move.getMove())) {
success = false;
} else if (success && this.scene.arena.isMoveTerrainCancelled(this.pokemon, this.targets, this.move.getMove())) {
success = false;
if (failedText === null) {
failedText = getTerrainBlockMessage(targets[0], this.scene.arena.terrain?.terrainType!); // TODO: is this bang correct?
}
}
/**
* Trigger pokemon type change before playing the move animation
* Will still change the user's type when using Roar, Whirlwind, Trick-or-Treat, and Forest's Curse,
* regardless of whether the move successfully executes or not.
*/
if (success || [Moves.ROAR, Moves.WHIRLWIND, Moves.TRICK_OR_TREAT, Moves.FORESTS_CURSE].includes(this.move.moveId)) {
applyPreAttackAbAttrs(PokemonTypeChangeAbAttr, this.pokemon, null, this.move.getMove());
}
if (success) {
this.scene.unshiftPhase(this.getEffectPhase());
} else {
this.pokemon.pushMoveHistory({ move: this.move.moveId, targets: this.targets, result: MoveResult.FAIL, virtual: this.move.virtual });
if (!cancelled.value) {
this.showFailedText(failedText);
}
}
// Checks if Dancer ability is triggered
if (this.move.getMove().hasFlag(MoveFlags.DANCE_MOVE) && !this.followUp) {
// Pokemon with Dancer can be on either side of the battle so we check in both cases
this.scene.getPlayerField().forEach(pokemon => {
applyPostMoveUsedAbAttrs(PostMoveUsedAbAttr, pokemon, this.move, this.pokemon, this.targets);
});
this.scene.getEnemyField().forEach(pokemon => {
applyPostMoveUsedAbAttrs(PostMoveUsedAbAttr, pokemon, this.move, this.pokemon, this.targets);
});
}
this.end();
};
getActiveTargetPokemon() {
return this.scene.getField(true).filter(p => this.targets.includes(p.getBattlerIndex()));
}
/** Handles Sleep/Paralysis/Freeze rolls and side effects, along with lapsing volatile statuses. */
resolvePreMoveStatusEffects() {
if (!this.followUp && this.pokemon.status && !this.pokemon.status.isPostTurn()) {
this.pokemon.status.incrementTurn();
let activated = false;
@ -273,25 +183,260 @@ export class MovePhase extends BattlePhase {
if (activated) {
this.scene.queueMessage(getStatusEffectActivationText(this.pokemon.status.effect, getPokemonNameWithAffix(this.pokemon)));
this.scene.unshiftPhase(new CommonAnimPhase(this.scene, this.pokemon.getBattlerIndex(), undefined, CommonAnim.POISON + (this.pokemon.status.effect - 1)));
doMove();
} else {
if (healed) {
this.scene.queueMessage(getStatusEffectHealText(this.pokemon.status.effect, getPokemonNameWithAffix(this.pokemon)));
this.pokemon.resetStatus();
this.pokemon.updateInfo();
}
doMove();
} else if (healed) {
this.scene.queueMessage(getStatusEffectHealText(this.pokemon.status.effect, getPokemonNameWithAffix(this.pokemon)));
this.pokemon.resetStatus();
this.pokemon.updateInfo();
}
} else {
doMove();
}
}
getEffectPhase(): MoveEffectPhase {
return new MoveEffectPhase(this.scene, this.pokemon.getBattlerIndex(), this.targets, this.move);
/**
* Lapse `PRE_MOVE` tags that trigger before a move is used, regardless of whether or not it failed.
* Also lapse `MOVE` tags if the move should be successful.
*/
lapsePreMoveAndMoveTags() {
this.pokemon.lapseTags(BattlerTagLapseType.PRE_MOVE);
// TODO: does this intentionally happen before the no targets/Moves.NONE on queue cancellation case is checked?
if (!this.followUp && this.canMove() && !this.cancelled) {
this.pokemon.lapseTags(BattlerTagLapseType.MOVE);
}
}
useMove() {
const targets = this.getActiveTargetPokemon();
const moveQueue = this.pokemon.getMoveQueue();
// form changes happen even before we know that the move wll execute.
this.scene.triggerPokemonFormChange(this.pokemon, SpeciesFormChangePreMoveTrigger);
this.showMoveText();
// TODO: Clean up implementation of two-turn moves.
if (moveQueue.length > 0) { // Using .shift here clears out two turn moves once they've been used
this.ignorePp = moveQueue.shift()?.ignorePP ?? false;
}
// "commit" to using the move, deducting PP.
if (!this.ignorePp) {
const ppUsed = 1 + this.getPpIncreaseFromPressure(targets);
this.move.usePp(ppUsed);
this.scene.eventTarget.dispatchEvent(new MoveUsedEvent(this.pokemon?.id, this.move.getMove(), ppUsed));
}
// Update the battle's "last move" pointer, unless we're currently mimicking a move.
if (!allMoves[this.move.moveId].hasAttr(CopyMoveAttr)) {
this.scene.currentBattle.lastMove = this.move.moveId;
}
/**
* Determine if the move is successful (meaning that its damage/effects can be attempted)
* by checking that all of the following are true:
* - Conditional attributes of the move are all met
* - The target's `ForceSwitchOutImmunityAbAttr` is not triggered (see {@linkcode Move.prototype.applyConditions})
* - Weather does not block the move
* - Terrain does not block the move
*
* TODO: These steps are straightforward, but the implementation below is extremely convoluted.
*/
const move = this.move.getMove();
/**
* Move conditions assume the move has a single target
* TODO: is this sustainable?
*/
const passesConditions = move.applyConditions(this.pokemon, targets[0], move);
let failedDueToWeather: boolean = false;
let failedDueToTerrain: boolean = false;
if (!passesConditions) {
failedDueToWeather = this.scene.arena.isMoveWeatherCancelled(this.pokemon, move);
if (!failedDueToWeather) {
failedDueToTerrain = this.scene.arena.isMoveTerrainCancelled(this.pokemon, this.targets, move);
}
}
const success = passesConditions && !failedDueToWeather && !failedDueToTerrain;
/**
* If the move has not failed, trigger ability-based user type changes and then execute it.
*
* Notably, Roar, Whirlwind, Trick-or-Treat, and Forest's Curse will trigger these type changes even
* if the move fails.
*
* TODO: Should these exceptions have a move flag?
*/
if (success) {
applyPreAttackAbAttrs(PokemonTypeChangeAbAttr, this.pokemon, null, this.move.getMove());
this.scene.unshiftPhase(new MoveEffectPhase(this.scene, this.pokemon.getBattlerIndex(), this.targets, this.move));
} else {
if ([Moves.ROAR, Moves.WHIRLWIND, Moves.TRICK_OR_TREAT, Moves.FORESTS_CURSE].includes(this.move.moveId)) {
applyPreAttackAbAttrs(PokemonTypeChangeAbAttr, this.pokemon, null, this.move.getMove());
}
this.pokemon.pushMoveHistory({ move: this.move.moveId, targets: this.targets, result: MoveResult.FAIL, virtual: this.move.virtual });
let failedText: string | undefined;
const failureMessage = move.getFailedText(this.pokemon, targets[0], move, new Utils.BooleanHolder(false));
if (failureMessage) {
failedText = failureMessage;
} else if (failedDueToTerrain) {
failedText = getTerrainBlockMessage(this.pokemon, this.scene.arena.getTerrainType());
}
this.showFailedText(failedText);
}
// Handle Dance, which triggers immediately after a move is used (rather than waiting on this.end()).
// Note that the !this.followUp check here prevents an infinite Dancer loop.
if (this.move.getMove().hasFlag(MoveFlags.DANCE_MOVE) && !this.followUp) {
this.scene.getField(true).forEach(pokemon => {
applyPostMoveUsedAbAttrs(PostMoveUsedAbAttr, pokemon, this.move, this.pokemon, this.targets);
});
}
}
end() {
if (!this.followUp && this.canMove()) {
this.scene.unshiftPhase(new MoveEndPhase(this.scene, this.pokemon.getBattlerIndex()));
}
super.end();
}
/**
* Applies PP increasing abilities (so, Pressure) if they exist on the target pokemon.
* Note that targets must include only active pokemon.
*
* TODO: This hardcodes the PP increase at 1 per opponent, rather than deferring to the ability.
*/
getPpIncreaseFromPressure(targets: Pokemon[]) {
const foesWithPressure = this.pokemon.getOpponents().filter(o => targets.includes(o) && o.isActive(true) && o.hasAbilityWithAttr(IncreasePpAbAttr));
return foesWithPressure.length;
}
/**
* Modifies this.targets in place, based upon:
* - Move redirection abilities, effects, etc.
* - Counterattacks, which pass a special value into the `targets` constructor param (`[BattlerIndex.ATTACKER]`).
*/
resolveRedirectTarget() {
if (this.targets.length === 1) {
const currentTarget = this.targets[0];
const redirectTarget = new Utils.NumberHolder(currentTarget);
// 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, false, 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.scene.getPokemonById(this.pokemon.turnData.attacksReceived[0].sourceId);
if (attacker?.isActive(true)) {
this.targets[0] = attacker.getBattlerIndex();
}
// account for metal burst and comeuppance hitting remaining targets in double battles
// counterattack will redirect to remaining ally if original attacker faints
if (this.scene.currentBattle.double && this.move.getMove().hasFlag(MoveFlags.REDIRECT_COUNTER)) {
if (this.scene.getField()[this.targets[0]].hp === 0) {
const opposingField = this.pokemon.isPlayer() ? this.scene.getEnemyField() : this.scene.getPlayerField();
this.targets[0] = opposingField.find(p => p.hp > 0)?.getBattlerIndex() ?? BattlerIndex.ATTACKER;
}
}
}
if (this.targets[0] === BattlerIndex.ATTACKER) {
this.fail();
this.showMoveText();
this.showFailedText();
}
}
}
/**
* Handles the case where the move was cancelled or failed:
* - Uses PP if the move failed (not cancelled) and should use PP (failed moves are not affected by Pressure)
* - Records a cancelled OR failed move in move history, so Abilities like Truant don't trigger on the
* next turn and soft-lock.
* - Lapses `MOVE_EFFECT` tags:
* - 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.
* - Lapses `AFTER_MOVE` tags:
* - This handles the effects of {@linkcode Moves.SUBSTITUTE}
* - Removes the second turn of charge moves
*
* TODO: handle charge moves more gracefully
*/
handlePreMoveFailures() {
if (this.cancelled || this.failed) {
if (this.failed) {
const ppUsed = this.ignorePp ? 0 : 1;
if (ppUsed) {
this.move.usePp();
}
this.scene.eventTarget.dispatchEvent(new MoveUsedEvent(this.pokemon?.id, this.move.getMove(), ppUsed));
}
this.pokemon.pushMoveHistory({ move: Moves.NONE, result: MoveResult.FAIL });
this.pokemon.lapseTags(BattlerTagLapseType.MOVE_EFFECT);
this.pokemon.lapseTags(BattlerTagLapseType.AFTER_MOVE);
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) {
@ -311,18 +456,10 @@ 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()[0], this.move.getMove());
}
showFailedText(failedText: string | null = 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();
showFailedText(failedText?: string): void {
this.scene.queueMessage(failedText ?? i18next.t("battle:attackFailed"));
}
}