Add Struggle logic

pull/2/head
Flashfyre 2023-10-27 08:45:47 -04:00
parent 36b030d019
commit de126dc35c
1 changed files with 5 additions and 4 deletions

View File

@ -968,10 +968,12 @@ export class CommandPhase extends FieldPhase {
switch (command) {
case Command.FIGHT:
if (cursor === -1 || playerPokemon.trySelectMove(cursor, args[0] as boolean)) {
let useStruggle = false;
if (cursor === -1 || playerPokemon.trySelectMove(cursor, args[0] as boolean) || (useStruggle = cursor > -1 && !playerPokemon.getMoveset().filter(m => m.isUsable(playerPokemon)).length)) {
const moveId = !useStruggle ? playerPokemon.moveset[cursor].moveId : Moves.STRUGGLE;
const turnCommand: TurnCommand = { command: Command.FIGHT, cursor: cursor,
move: cursor > -1 ? { move: playerPokemon.moveset[cursor].moveId, targets: [] } : null, args: args }; // TODO: Struggle logic
const moveTargets: MoveTargetSet = args.length < 3 ? getMoveTargets(playerPokemon, cursor > -1 ? playerPokemon.moveset[cursor].moveId : Moves.NONE) : args[2];
move: cursor > -1 ? { move: moveId, targets: [] } : null, args: args };
const moveTargets: MoveTargetSet = args.length < 3 ? getMoveTargets(playerPokemon, cursor > -1 ? moveId : Moves.NONE) : args[2];
console.log(moveTargets, playerPokemon.name);
if (moveTargets.targets.length <= 1 || moveTargets.multiple)
turnCommand.move.targets = moveTargets.targets;
@ -989,7 +991,6 @@ export class CommandPhase extends FieldPhase {
}, null, true);
}
}
break;
case Command.BALL:
if (this.scene.arena.biomeType === Biome.END) {