Sacrifical Moves (that dont require a target like explosion or self d… (#691)
* Sacrifical Moves (that dont require a target like explosion or self destruct) now also work if the target is flying, diving etc. There is also a new catagorie of moves. "SacrificalMovesOnHit" for all moves that need to hit for them to be sacrifical like MEMENTO * Added comments, added (what i think is TSDoc) to functions and classes. Removed empty lines i introduced * . * Added fixes for the Review by TempsRay. * Added missing * * Remove Target Requirement of SacrificialAttr * Update move.ts --------- Co-authored-by: Benjamin Odom <bennybroseph@gmail.com>pull/754/head^2
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@ -788,12 +788,60 @@ export class RecoilAttr extends MoveEffectAttr {
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}
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}
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}
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}
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/**
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* Attribute used for moves which self KO the user regardless if the move hits a target
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* @extends MoveEffectAttr
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* @see {@link apply}
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**/
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export class SacrificialAttr extends MoveEffectAttr {
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export class SacrificialAttr extends MoveEffectAttr {
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constructor() {
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constructor() {
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super(true, MoveEffectTrigger.PRE_APPLY);
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super(true, MoveEffectTrigger.POST_TARGET);
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}
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}
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/**
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* Deals damage to the user equal to their current hp
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* @param user Pokemon that used the move
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* @param target The target of the move
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* @param move Move with this attribute
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* @param args N/A
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* @returns true if the function succeeds
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**/
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apply(user: Pokemon, target: Pokemon, move: Move, args: any[]): boolean {
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apply(user: Pokemon, target: Pokemon, move: Move, args: any[]): boolean {
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user.damageAndUpdate(user.hp, HitResult.OTHER, false, true, true);
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user.turnData.damageTaken += user.hp;
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return true;
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}
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getUserBenefitScore(user: Pokemon, target: Pokemon, move: Move): integer {
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if (user.isBoss())
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return -20;
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return Math.ceil(((1 - user.getHpRatio()) * 10 - 10) * (target.getAttackTypeEffectiveness(move.type, user) - 0.5));
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}
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}
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/**
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* Attribute used for moves which self KO the user but only if the move hits a target
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* @extends MoveEffectAttr
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* @see {@link apply}
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**/
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export class SacrificialAttrOnHit extends MoveEffectAttr {
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constructor() {
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super(true, MoveEffectTrigger.POST_TARGET);
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}
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/**
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* Deals damage to the user equal to their current hp if the move lands
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* @param user Pokemon that used the move
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* @param target The target of the move
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* @param move Move with this attribute
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* @param args N/A
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* @returns true if the function succeeds
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**/
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apply(user: Pokemon, target: Pokemon, move: Move, args: any[]): boolean {
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// If the move fails to hit a target, then the user does not faint and the function returns false
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if (!super.apply(user, target, move, args))
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if (!super.apply(user, target, move, args))
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return false;
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return false;
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@ -5020,7 +5068,7 @@ export function initMoves() {
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new StatusMove(Moves.WILL_O_WISP, Type.FIRE, 85, 15, -1, 0, 3)
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new StatusMove(Moves.WILL_O_WISP, Type.FIRE, 85, 15, -1, 0, 3)
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.attr(StatusEffectAttr, StatusEffect.BURN),
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.attr(StatusEffectAttr, StatusEffect.BURN),
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new StatusMove(Moves.MEMENTO, Type.DARK, 100, 10, -1, 0, 3)
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new StatusMove(Moves.MEMENTO, Type.DARK, 100, 10, -1, 0, 3)
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.attr(SacrificialAttr)
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.attr(SacrificialAttrOnHit)
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.attr(StatChangeAttr, [ BattleStat.ATK, BattleStat.SPATK ], -2),
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.attr(StatChangeAttr, [ BattleStat.ATK, BattleStat.SPATK ], -2),
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new AttackMove(Moves.FACADE, Type.NORMAL, MoveCategory.PHYSICAL, 70, 100, 20, -1, 0, 3)
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new AttackMove(Moves.FACADE, Type.NORMAL, MoveCategory.PHYSICAL, 70, 100, 20, -1, 0, 3)
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.attr(MovePowerMultiplierAttr, (user, target, move) => user.status
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.attr(MovePowerMultiplierAttr, (user, target, move) => user.status
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@ -5556,7 +5604,7 @@ export function initMoves() {
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new AttackMove(Moves.SPACIAL_REND, Type.DRAGON, MoveCategory.SPECIAL, 100, 95, 5, -1, 0, 4)
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new AttackMove(Moves.SPACIAL_REND, Type.DRAGON, MoveCategory.SPECIAL, 100, 95, 5, -1, 0, 4)
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.attr(HighCritAttr),
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.attr(HighCritAttr),
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new SelfStatusMove(Moves.LUNAR_DANCE, Type.PSYCHIC, -1, 10, -1, 0, 4)
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new SelfStatusMove(Moves.LUNAR_DANCE, Type.PSYCHIC, -1, 10, -1, 0, 4)
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.attr(SacrificialAttr)
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.attr(SacrificialAttrOnHit)
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.danceMove()
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.danceMove()
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.triageMove()
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.triageMove()
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.unimplemented(),
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.unimplemented(),
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@ -5705,7 +5753,7 @@ export function initMoves() {
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.partial(),
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.partial(),
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new AttackMove(Moves.FINAL_GAMBIT, Type.FIGHTING, MoveCategory.SPECIAL, -1, 100, 5, -1, 0, 5)
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new AttackMove(Moves.FINAL_GAMBIT, Type.FIGHTING, MoveCategory.SPECIAL, -1, 100, 5, -1, 0, 5)
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.attr(UserHpDamageAttr)
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.attr(UserHpDamageAttr)
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.attr(SacrificialAttr),
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.attr(SacrificialAttrOnHit),
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new StatusMove(Moves.BESTOW, Type.NORMAL, -1, 15, -1, 0, 5)
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new StatusMove(Moves.BESTOW, Type.NORMAL, -1, 15, -1, 0, 5)
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.ignoresProtect()
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.ignoresProtect()
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.unimplemented(),
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.unimplemented(),
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@ -2,7 +2,7 @@ import BattleScene, { AnySound, bypassLogin, startingWave } from "./battle-scene
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import { default as Pokemon, PlayerPokemon, EnemyPokemon, PokemonMove, MoveResult, DamageResult, FieldPosition, HitResult, TurnMove } from "./field/pokemon";
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import { default as Pokemon, PlayerPokemon, EnemyPokemon, PokemonMove, MoveResult, DamageResult, FieldPosition, HitResult, TurnMove } from "./field/pokemon";
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import * as Utils from './utils';
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import * as Utils from './utils';
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import { Moves } from "./data/enums/moves";
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import { Moves } from "./data/enums/moves";
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import { allMoves, applyMoveAttrs, BypassSleepAttr, ChargeAttr, applyFilteredMoveAttrs, HitsTagAttr, MissEffectAttr, MoveAttr, MoveEffectAttr, MoveFlags, MultiHitAttr, OverrideMoveEffectAttr, VariableAccuracyAttr, MoveTarget, OneHitKOAttr, getMoveTargets, MoveTargetSet, MoveEffectTrigger, CopyMoveAttr, AttackMove, SelfStatusMove, DelayedAttackAttr, RechargeAttr, PreMoveMessageAttr, HealStatusEffectAttr, IgnoreOpponentStatChangesAttr, NoEffectAttr, BypassRedirectAttr, FixedDamageAttr, PostVictoryStatChangeAttr, OneHitKOAccuracyAttr, ForceSwitchOutAttr, VariableTargetAttr } from "./data/move";
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import { allMoves, applyMoveAttrs, BypassSleepAttr, ChargeAttr, applyFilteredMoveAttrs, HitsTagAttr, MissEffectAttr, MoveAttr, MoveEffectAttr, MoveFlags, MultiHitAttr, OverrideMoveEffectAttr, VariableAccuracyAttr, MoveTarget, OneHitKOAttr, getMoveTargets, MoveTargetSet, MoveEffectTrigger, CopyMoveAttr, AttackMove, SelfStatusMove, DelayedAttackAttr, RechargeAttr, PreMoveMessageAttr, HealStatusEffectAttr, IgnoreOpponentStatChangesAttr, NoEffectAttr, BypassRedirectAttr, FixedDamageAttr, PostVictoryStatChangeAttr, OneHitKOAccuracyAttr, ForceSwitchOutAttr, VariableTargetAttr, SacrificialAttr } from "./data/move";
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import { Mode } from './ui/ui';
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import { Mode } from './ui/ui';
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import { Command } from "./ui/command-ui-handler";
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import { Command } from "./ui/command-ui-handler";
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import { Stat } from "./data/pokemon-stat";
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import { Stat } from "./data/pokemon-stat";
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@ -2305,7 +2305,7 @@ export class MovePhase extends BattlePhase {
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if (this.move.moveId)
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if (this.move.moveId)
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this.showMoveText();
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this.showMoveText();
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if ((moveQueue.length && moveQueue[0].move === Moves.NONE) || !targets.length) {
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if ((moveQueue.length && moveQueue[0].move === Moves.NONE) || (!targets.length && !this.move.getMove().getAttrs(SacrificialAttr).length)) {
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moveQueue.shift();
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moveQueue.shift();
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this.cancel();
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this.cancel();
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this.pokemon.pushMoveHistory({ move: Moves.NONE, result: MoveResult.FAIL });
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this.pokemon.pushMoveHistory({ move: Moves.NONE, result: MoveResult.FAIL });
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@ -2537,8 +2537,14 @@ export class MoveEffectPhase extends PokemonPhase {
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}));
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}));
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}
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}
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// Trigger effect which should only apply one time after all targeted effects have already applied
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// Trigger effect which should only apply one time after all targeted effects have already applied
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applyFilteredMoveAttrs((attr: MoveAttr) => attr instanceof MoveEffectAttr && (attr as MoveEffectAttr).trigger === MoveEffectTrigger.POST_TARGET,
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const postTarget = applyFilteredMoveAttrs((attr: MoveAttr) => attr instanceof MoveEffectAttr && (attr as MoveEffectAttr).trigger === MoveEffectTrigger.POST_TARGET,
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user, null, this.move.getMove())
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user, null, this.move.getMove());
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if (applyAttrs.length) // If there is a pending asynchronous move effect, do this after
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applyAttrs[applyAttrs.length - 1]?.then(() => postTarget);
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else // Otherwise, push a new asynchronous move effect
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applyAttrs.push(postTarget);
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Promise.allSettled(applyAttrs).then(() => this.end());
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Promise.allSettled(applyAttrs).then(() => this.end());
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});
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});
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});
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});
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