Add Struggle logic
parent
36b030d019
commit
de126dc35c
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@ -968,10 +968,12 @@ export class CommandPhase extends FieldPhase {
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switch (command) {
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case Command.FIGHT:
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if (cursor === -1 || playerPokemon.trySelectMove(cursor, args[0] as boolean)) {
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let useStruggle = false;
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if (cursor === -1 || playerPokemon.trySelectMove(cursor, args[0] as boolean) || (useStruggle = cursor > -1 && !playerPokemon.getMoveset().filter(m => m.isUsable(playerPokemon)).length)) {
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const moveId = !useStruggle ? playerPokemon.moveset[cursor].moveId : Moves.STRUGGLE;
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const turnCommand: TurnCommand = { command: Command.FIGHT, cursor: cursor,
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move: cursor > -1 ? { move: playerPokemon.moveset[cursor].moveId, targets: [] } : null, args: args }; // TODO: Struggle logic
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const moveTargets: MoveTargetSet = args.length < 3 ? getMoveTargets(playerPokemon, cursor > -1 ? playerPokemon.moveset[cursor].moveId : Moves.NONE) : args[2];
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move: cursor > -1 ? { move: moveId, targets: [] } : null, args: args };
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const moveTargets: MoveTargetSet = args.length < 3 ? getMoveTargets(playerPokemon, cursor > -1 ? moveId : Moves.NONE) : args[2];
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console.log(moveTargets, playerPokemon.name);
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if (moveTargets.targets.length <= 1 || moveTargets.multiple)
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turnCommand.move.targets = moveTargets.targets;
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@ -989,7 +991,6 @@ export class CommandPhase extends FieldPhase {
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}, null, true);
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}
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}
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break;
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case Command.BALL:
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if (this.scene.arena.biomeType === Biome.END) {
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