pull/783/merge
DustinLin 2024-05-16 01:09:03 +02:00 committed by GitHub
commit 5d03144842
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4 changed files with 117 additions and 35 deletions

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@ -126,6 +126,7 @@ export default class BattleScene extends SceneBase {
public gameData: GameData; public gameData: GameData;
public sessionSlotId: integer; public sessionSlotId: integer;
// can debug phases using "phase.constructor.name"
private phaseQueue: Phase[]; private phaseQueue: Phase[];
private phaseQueuePrepend: Phase[]; private phaseQueuePrepend: Phase[];
private phaseQueuePrependSpliceIndex: integer; private phaseQueuePrependSpliceIndex: integer;
@ -1503,22 +1504,41 @@ export default class BattleScene extends SceneBase {
getStandbyPhase(): Phase { getStandbyPhase(): Phase {
return this.standbyPhase; return this.standbyPhase;
} }
/**
* PhaseQueuePrepend: is a temp storage of what will be added to PhaseQueue
* PhaseQueue: dequeue/remove the first element to get the next phase
* queues are moved around during shiftPhase() below
*/
// adds a phase to "nextCommandPhaseQueue", as long as boolean passed in is false
pushPhase(phase: Phase, defer: boolean = false): void { pushPhase(phase: Phase, defer: boolean = false): void {
(!defer ? this.phaseQueue : this.nextCommandPhaseQueue).push(phase); (!defer ? this.phaseQueue : this.nextCommandPhaseQueue).push(phase);
} }
// adds phase to the end, or at some specified index
unshiftPhase(phase: Phase): void { unshiftPhase(phase: Phase): void {
if (this.phaseQueuePrependSpliceIndex === -1) if (this.phaseQueuePrependSpliceIndex === -1)
// .push() adds to end of array
this.phaseQueuePrepend.push(phase); this.phaseQueuePrepend.push(phase);
else else
// .splice(index, num elements to remove, what to add)
// modifies array by inserting at index, removing num of elements after index
this.phaseQueuePrepend.splice(this.phaseQueuePrependSpliceIndex, 0, phase); this.phaseQueuePrepend.splice(this.phaseQueuePrependSpliceIndex, 0, phase);
/**
* debugging queues via printing, may be helpful in the future
console.log(`State of the phaseQueuePrepend (will be moved over to phaseQeueu)`)
this.phaseQueuePrepend.forEach(p => console.log(p.constructor.name));
console.log(`State of the phaseQueue, what is going to be called next `)
this.phaseQueue.forEach(p => console.log(p.constructor.name));
*/
} }
clearPhaseQueue(): void { clearPhaseQueue(): void {
this.phaseQueue.splice(0, this.phaseQueue.length); this.phaseQueue.splice(0, this.phaseQueue.length);
} }
// combo with unshiftPhase(), want to start inserting at current length instead of the "end", useful if phaseQueuePrepend gets longer with Phases
setPhaseQueueSplice(): void { setPhaseQueueSplice(): void {
this.phaseQueuePrependSpliceIndex = this.phaseQueuePrepend.length; this.phaseQueuePrependSpliceIndex = this.phaseQueuePrepend.length;
} }
@ -1527,6 +1547,10 @@ export default class BattleScene extends SceneBase {
this.phaseQueuePrependSpliceIndex = -1; this.phaseQueuePrependSpliceIndex = -1;
} }
/**
* is called by each Phase implementations "end()" by default
* dumps everything from phaseQueuePrepend to the start of of phaseQueue, then starts the first one
*/
shiftPhase(): void { shiftPhase(): void {
if (this.standbyPhase) { if (this.standbyPhase) {
this.currentPhase = this.standbyPhase; this.currentPhase = this.standbyPhase;
@ -1534,14 +1558,28 @@ export default class BattleScene extends SceneBase {
return; return;
} }
// shifting phase (with no standby phase) will move everything from prepend to actual PhaseQueue?
// resets the index, if it was changed via setPhaseQueueSplice()
if (this.phaseQueuePrependSpliceIndex > -1) if (this.phaseQueuePrependSpliceIndex > -1)
this.clearPhaseQueueSplice(); this.clearPhaseQueueSplice();
if (this.phaseQueuePrepend.length) { if (this.phaseQueuePrepend.length) {
while (this.phaseQueuePrepend.length) while (this.phaseQueuePrepend.length)
// appends phaseQueuePrepend to phaseQueue
// eg: phaseQueue = [4,5,6], phaseQUeuePrepend = [1,2,3]
// -> [1,2,3,4,5,6]
this.phaseQueue.unshift(this.phaseQueuePrepend.pop()); this.phaseQueue.unshift(this.phaseQueuePrepend.pop());
} }
// then starts from PhaseQueue, .shift() removes first elm of array
// populatePhaseQueue() adds a turnInit Phase at the end of phaseQueue (if the queue is emtpy)
if (!this.phaseQueue.length) if (!this.phaseQueue.length)
this.populatePhaseQueue(); this.populatePhaseQueue();
/** debugging
*
console.log(`SHIFT PHASE: State of the phaseQueue, what is going to be called next`)
this.phaseQueue.forEach(p => console.log(p.constructor.name));
*/
this.currentPhase = this.phaseQueue.shift(); this.currentPhase = this.phaseQueue.shift();
this.currentPhase.start(); this.currentPhase.start();
} }
@ -1592,11 +1630,14 @@ export default class BattleScene extends SceneBase {
queueMessage(message: string, callbackDelay?: integer, prompt?: boolean, promptDelay?: integer, defer?: boolean) { queueMessage(message: string, callbackDelay?: integer, prompt?: boolean, promptDelay?: integer, defer?: boolean) {
const phase = new MessagePhase(this, message, callbackDelay, prompt, promptDelay); const phase = new MessagePhase(this, message, callbackDelay, prompt, promptDelay);
if (!defer) if (!defer)
// adds to the end of PhaseQueuePrepend
this.unshiftPhase(phase); this.unshiftPhase(phase);
else else
//remember that pushPhase adds it to nextCommandPhaseQueue
this.pushPhase(phase); this.pushPhase(phase);
} }
// moves everyhting from nextCommandPhaseQueue
populatePhaseQueue(): void { populatePhaseQueue(): void {
if (this.nextCommandPhaseQueue.length) { if (this.nextCommandPhaseQueue.length) {
this.phaseQueue.push(...this.nextCommandPhaseQueue); this.phaseQueue.push(...this.nextCommandPhaseQueue);

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@ -1607,6 +1607,7 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
console.log('damage', damage.value, move.name, power.value, sourceAtk, targetDef); console.log('damage', damage.value, move.name, power.value, sourceAtk, targetDef);
if (damage.value) { if (damage.value) {
if (this.getHpRatio() === 1) if (this.getHpRatio() === 1)
applyPreDefendAbAttrs(PreDefendFullHpEndureAbAttr, this, source, battlerMove, cancelled, damage); applyPreDefendAbAttrs(PreDefendFullHpEndureAbAttr, this, source, battlerMove, cancelled, damage);
@ -1614,11 +1615,38 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
this.scene.applyModifiers(EnemyEndureChanceModifier, false, this); this.scene.applyModifiers(EnemyEndureChanceModifier, false, this);
const oneHitKo = result === HitResult.ONE_HIT_KO; const oneHitKo = result === HitResult.ONE_HIT_KO;
// damageAndUpdate: will queue potential messages for critical hit, effectiveness, fainted - in that order
damage.value = this.damageAndUpdate(damage.value, result as DamageResult, isCritical, oneHitKo, oneHitKo); damage.value = this.damageAndUpdate(damage.value, result as DamageResult, isCritical, oneHitKo, oneHitKo);
this.turnData.damageTaken += damage.value; this.turnData.damageTaken += damage.value;
// queue critical message before effectiveness
if (isCritical) if (isCritical)
this.scene.queueMessage(i18next.t('battle:hitResultCriticalHit')); this.scene.queueMessage(i18next.t('battle:hitResultCriticalHit'));
this.scene.setPhaseQueueSplice();
// hitsLeft: for multi-hit moves, only want to render effectiveness text at end.
// also want to render if a pokemon fainted
//console.log(`the number of hits left for this turn for ${this.name} is ${source.turnData.hitsLeft}`)
if (source.turnData.hitsLeft === 1 || this.isFainted()) {
switch (result as HitResult) {
case HitResult.SUPER_EFFECTIVE:
this.scene.queueMessage(i18next.t('battle:hitResultSuperEffective'));
break;
case HitResult.NOT_VERY_EFFECTIVE:
this.scene.queueMessage(i18next.t('battle:hitResultNotVeryEffective'));
break;
case HitResult.NO_EFFECT:
this.scene.queueMessage(i18next.t('battle:hitResultNoEffect', { pokemonName: this.name }));
break;
case HitResult.IMMUNE:
this.scene.queueMessage(`${this.name} is unaffected!`);
break;
case HitResult.ONE_HIT_KO:
this.scene.queueMessage(i18next.t('battle:hitResultOneHitKO'));
break;
}
}
if (source.isPlayer()) { if (source.isPlayer()) {
this.scene.validateAchvs(DamageAchv, damage); this.scene.validateAchvs(DamageAchv, damage);
if (damage.value > this.scene.gameData.gameStats.highestDamage) if (damage.value > this.scene.gameData.gameStats.highestDamage)
@ -1626,34 +1654,40 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
} }
source.turnData.damageDealt += damage.value; source.turnData.damageDealt += damage.value;
this.battleData.hitCount++; this.battleData.hitCount++;
// create attack result and push to turnData
const attackResult = { move: move.id, result: result as DamageResult, damage: damage.value, critical: isCritical, sourceId: source.id }; const attackResult = { move: move.id, result: result as DamageResult, damage: damage.value, critical: isCritical, sourceId: source.id };
this.turnData.attacksReceived.unshift(attackResult); this.turnData.attacksReceived.unshift(attackResult);
if (source.isPlayer() && !this.isPlayer()) if (source.isPlayer() && !this.isPlayer())
this.scene.applyModifiers(DamageMoneyRewardModifier, true, source, damage) this.scene.applyModifiers(DamageMoneyRewardModifier, true, source, damage)
}
if (source.turnData.hitsLeft === 1) {
switch (result) { // finally checks and adds Fainted scene
case HitResult.SUPER_EFFECTIVE: if (this.isFainted()) {
this.scene.queueMessage(i18next.t('battle:hitResultSuperEffective')); /**
break; * when adding the FaintPhase, want to toggle future unshiftPhase() and queueMessage() calls
case HitResult.NOT_VERY_EFFECTIVE: * to appear before the FaintPhase (as FaintPhase will potentially end the encounter and add Phases such as
this.scene.queueMessage(i18next.t('battle:hitResultNotVeryEffective')); * GameOverPhase, VictoryPhase, etc.. that will interfere with anything else that happens during this MoveEffectPhase)
break; *
case HitResult.NO_EFFECT: * once the MoveEffectPhase is over (and calls it's .end() function, shiftPhase() will reset the PhaseQueueSplice via clearPhaseQueueSplice() )
this.scene.queueMessage(i18next.t('battle:hitResultNoEffect', { pokemonName: this.name })); */
break; this.scene.setPhaseQueueSplice();
case HitResult.IMMUNE: this.scene.unshiftPhase(new FaintPhase(this.scene, this.getBattlerIndex(), oneHitKo));
this.scene.queueMessage(`${this.name} is unaffected!`); this.resetSummonData();
break;
case HitResult.ONE_HIT_KO:
this.scene.queueMessage(i18next.t('battle:hitResultOneHitKO'));
break;
} }
}
if (damage) /**
this.scene.clearPhaseQueueSplice(); * since damage is an object, I don't see how this would ever by false?
* i think the motivation was to have this here to counter setPhaseQueueSplice()
* not sure the original motivation
*
* It would be bad to run both the top if block and the one below commented out without changing the later's condition
*/
/*
if (damage){
this.scene.clearPhaseQueueSplice();
}
*/
}
} }
break; break;
case MoveCategory.STATUS: case MoveCategory.STATUS:
@ -1689,19 +1723,15 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
} }
damage = Math.min(damage, this.hp); damage = Math.min(damage, this.hp);
this.hp = this.hp - damage; this.hp = this.hp - damage;
if (this.isFainted()) {
this.scene.unshiftPhase(new FaintPhase(this.scene, this.getBattlerIndex(), preventEndure));
this.resetSummonData();
}
return damage; return damage;
} }
damageAndUpdate(damage: integer, result?: DamageResult, critical: boolean = false, ignoreSegments: boolean = false, preventEndure: boolean = false): integer { damageAndUpdate(damage: integer, result?: DamageResult, critical: boolean = false, ignoreSegments: boolean = false, preventEndure: boolean = false ): integer {
const damagePhase = new DamagePhase(this.scene, this.getBattlerIndex(), damage, result as DamageResult, critical); const damagePhase = new DamagePhase(this.scene, this.getBattlerIndex(), damage, result as DamageResult, critical);
this.scene.unshiftPhase(damagePhase); this.scene.unshiftPhase(damagePhase);
damage = this.damage(damage, ignoreSegments, preventEndure); damage = this.damage(damage, ignoreSegments, preventEndure);
// Damage amount may have changed, but needed to be queued before calling damage function // Damage amount may have changed, but needed to be queued before calling damage function
damagePhase.updateAmount(damage); damagePhase.updateAmount(damage);

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@ -47,12 +47,13 @@ export const POKEBALL_OVERRIDE: { active: boolean, pokeballs: PokeballCounts } =
// forms can be found in pokemon-species.ts // forms can be found in pokemon-species.ts
export const STARTER_FORM_OVERRIDE: integer = 0; export const STARTER_FORM_OVERRIDE: integer = 0;
// default 5 or 20 for Daily // default 5 or 20 for Daily
export const STARTING_LEVEL_OVERRIDE: integer = 0; export const STARTING_LEVEL_OVERRIDE: integer = 10;
export const ABILITY_OVERRIDE: Abilities = Abilities.NONE; export const ABILITY_OVERRIDE: Abilities = Abilities.NONE;
export const PASSIVE_ABILITY_OVERRIDE: Abilities = Abilities.NONE; export const PASSIVE_ABILITY_OVERRIDE: Abilities = Abilities.NONE;
export const MOVESET_OVERRIDE: Array<Moves> = [];
export const SHINY_OVERRIDE: boolean = false; export const SHINY_OVERRIDE: boolean = false;
export const VARIANT_OVERRIDE: Variant = 0; export const VARIANT_OVERRIDE: Variant = 0;
// eg: Moves.TACKLE
export const MOVESET_OVERRIDE: Array<Moves> = []
/** /**
* OPPONENT / ENEMY OVERRIDES * OPPONENT / ENEMY OVERRIDES
@ -60,7 +61,7 @@ export const VARIANT_OVERRIDE: Variant = 0;
export const OPP_ABILITY_OVERRIDE: Abilities = Abilities.NONE; export const OPP_ABILITY_OVERRIDE: Abilities = Abilities.NONE;
export const OPP_PASSIVE_ABILITY_OVERRIDE = Abilities.NONE; export const OPP_PASSIVE_ABILITY_OVERRIDE = Abilities.NONE;
export const OPP_MOVESET_OVERRIDE: Array<Moves> = []; export const OPP_MOVESET_OVERRIDE: Array<Moves> = []
export const OPP_SHINY_OVERRIDE: boolean = false; export const OPP_SHINY_OVERRIDE: boolean = false;
export const OPP_VARIANT_OVERRIDE: Variant = 0; export const OPP_VARIANT_OVERRIDE: Variant = 0;
@ -70,8 +71,8 @@ export const OPP_VARIANT_OVERRIDE: Variant = 0;
* default is 0 to not override * default is 0 to not override
* @example SPECIES_OVERRIDE = Species.Bulbasaur; * @example SPECIES_OVERRIDE = Species.Bulbasaur;
*/ */
export const STARTER_SPECIES_OVERRIDE: Species | integer = 0; export const STARTER_SPECIES_OVERRIDE: Species | integer = 0
export const OPP_SPECIES_OVERRIDE: Species | integer = 0; export const OPP_SPECIES_OVERRIDE: Species | integer = 0
/** /**
* MODIFIER / ITEM OVERRIDES * MODIFIER / ITEM OVERRIDES

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@ -2060,6 +2060,11 @@ export class TurnStartPhase extends FieldPhase {
this.scene.pushPhase(new TurnEndPhase(this.scene)); this.scene.pushPhase(new TurnEndPhase(this.scene));
/**
* this.end() will call shiftPhase(), which dumps everything from PrependQueue (aka everything that is unshifted()) to the front
* of the queue and dequeues to start the next phase
* this is important since stuff like SwitchSummon, AttemptRun, AttemptCapture Phases break the "flow" and should take precedence
*/
this.end(); this.end();
} }
} }
@ -2279,6 +2284,7 @@ export class MovePhase extends BattlePhase {
return false; return false;
}); });
// Readability?: this function declaration honestly gets in the way of readability of what start() is doing , move either to beginning or end
const doMove = () => { const doMove = () => {
this.pokemon.turnData.acted = true; // Record that the move was attempted, even if it fails this.pokemon.turnData.acted = true; // Record that the move was attempted, even if it fails
@ -2565,11 +2571,15 @@ export class MoveEffectPhase extends PokemonPhase {
const user = this.getUserPokemon(); const user = this.getUserPokemon();
if (user) { if (user) {
if (--user.turnData.hitsLeft >= 1 && this.getTarget()?.isActive()) if (--user.turnData.hitsLeft >= 1 && this.getTarget()?.isActive())
this.scene.unshiftPhase(this.getNewHitPhase()); this.scene.unshiftPhase(this.getNewHitPhase()); // adds another MoveAffectPhase
else { else {
// queue message for number of hits made by multi-move
// BUG: when fainting occurs, the resulting message isn't rendered - has to do with FaintPhase
// temp fix in pokemon.ts apply() that checks, but ideally want to fix it here at the source
const hitsTotal = user.turnData.hitCount - Math.max(user.turnData.hitsLeft, 0); const hitsTotal = user.turnData.hitCount - Math.max(user.turnData.hitsLeft, 0);
if (hitsTotal > 1) if (hitsTotal > 1 || user.turnData.hitsLeft > 0){
this.scene.queueMessage(i18next.t('battle:attackHitsCount', { count: hitsTotal })); this.scene.queueMessage(i18next.t('battle:attackHitsCount', { count: hitsTotal }));
}
this.scene.applyModifiers(HitHealModifier, this.player, user); this.scene.applyModifiers(HitHealModifier, this.player, user);
} }
} }