Merge branch 'battleDialogue' into main

pull/783/head
DustinLin 2024-05-13 17:25:13 -04:00
commit c60ed73697
4 changed files with 73 additions and 21 deletions

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@ -1498,24 +1498,41 @@ export default class BattleScene extends SceneBase {
getStandbyPhase(): Phase {
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 {
(!defer ? this.phaseQueue : this.nextCommandPhaseQueue).push(phase);
}
// adds phase to the end, or at some specified index
unshiftPhase(phase: Phase): void {
if (this.phaseQueuePrependSpliceIndex === -1)
// .push() adds to end of array
this.phaseQueuePrepend.push(phase);
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);
// debug: printing out phase queue
//this.phaseQueuePrepend.forEach(p => console.log(p.constructor.name));
/**
* 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 {
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 {
this.phaseQueuePrependSpliceIndex = this.phaseQueuePrepend.length;
}
@ -1524,6 +1541,10 @@ export default class BattleScene extends SceneBase {
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 {
if (this.standbyPhase) {
this.currentPhase = this.standbyPhase;
@ -1531,14 +1552,28 @@ export default class BattleScene extends SceneBase {
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)
this.clearPhaseQueueSplice();
if (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());
}
// 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)
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.start();
}
@ -1589,11 +1624,14 @@ export default class BattleScene extends SceneBase {
queueMessage(message: string, callbackDelay?: integer, prompt?: boolean, promptDelay?: integer, defer?: boolean) {
const phase = new MessagePhase(this, message, callbackDelay, prompt, promptDelay);
if (!defer)
// adds to the end of PhaseQueuePrepend
this.unshiftPhase(phase);
else
//remember that pushPhase adds it to nextCommandPhaseQueue
this.pushPhase(phase);
}
// moves everyhting from nextCommandPhaseQueue
populatePhaseQueue(): void {
if (this.nextCommandPhaseQueue.length) {
this.phaseQueue.push(...this.nextCommandPhaseQueue);

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@ -1645,28 +1645,35 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
if (source.isPlayer() && !this.isPlayer())
this.scene.applyModifiers(DamageMoneyRewardModifier, true, source, damage)
// case when multi hit move killed early, then queue how many hits were made before
// eg: bullet seed 1 shots, double-slap 1 shots,
// note that simply looking at this.turnData.attacksReceived doesn't work for double battles
if (this.isFainted() && source.turnData.hitsLeft > 1){
console.log(`${this.name} fainted: they received this many hits: ${this.turnData.attacksReceived.length}`);
// off by one from decrement, test more
const hitsTotal = source.turnData.hitCount - Math.max(source.turnData.hitsLeft, 0) + 1;
this.scene.queueMessage(i18next.t('battle:attackHitsCount', { count: hitsTotal}));
}
// not sure what this set function is accomplishing, perhaps for the faint phase? it messes up with the queueMessage()
this.scene.setPhaseQueueSplice();
// finally checks and adds Fainted scene
if (this.isFainted()) {
/**
* when adding the FaintPhase, want to toggle future unshiftPhase() and queueMessage() calls
* to appear before the FaintPhase (as FaintPhase will potentially end the encounter and add Phases such as
* GameOverPhase, VictoryPhase, etc.. that will interfere with anything else that happens during this MoveEffectPhase)
*
* once the MoveEffectPhase is over (and calls it's .end() function, shiftPhase() will reset the PhaseQueueSplice via clearPhaseQueueSplice() )
*/
this.scene.setPhaseQueueSplice();
this.scene.unshiftPhase(new FaintPhase(this.scene, this.getBattlerIndex(), oneHitKo));
this.resetSummonData();
}
}
if (damage)
/**
* 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;
case MoveCategory.STATUS:

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

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@ -2032,6 +2032,11 @@ export class TurnStartPhase extends FieldPhase {
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();
}
}
@ -2251,6 +2256,7 @@ export class MovePhase extends BattlePhase {
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 = () => {
this.pokemon.turnData.acted = true; // Record that the move was attempted, even if it fails
@ -2531,7 +2537,7 @@ export class MoveEffectPhase extends PokemonPhase {
const user = this.getUserPokemon();
if (user) {
if (--user.turnData.hitsLeft >= 1 && this.getTarget()?.isActive())
this.scene.unshiftPhase(this.getNewHitPhase());
this.scene.unshiftPhase(this.getNewHitPhase()); // adds another MoveAffectPhase
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