pokemon-showdown/data/mods/sharedpower/scripts.ts
Guangcong Luo f9fdc73133
Support per-pokemon Residual handlers in Side/Field conditions (#8222)
For side conditions, `onStart`/`onRestart`/`onResidual`/`onEnd`
have been renamed `onSideStart`/`onSideRestart`/`onSideResidual`/`onSideEnd`,
with the `onResidualOrder` properties renamed `onSideResidualOrder`.

For field conditions, `onStart`/`onRestart`/`onResidual`/`onEnd`
have been renamed `onFieldStart`/`onFieldRestart`/`onFieldResidual`/`onFieldEnd`,
with the `onResidualOrder` properties renamed `onFieldResidualOrder`.

(The `onField` and `onSide` part helps make it clear to the type system
that the first argument is a Field or Side, not a Pokemon.)

Side and field conditions can now use `onResidual` to tick separately
on each pokemon in Speed order. `onResidualOrder` (the per-pokemon
tick) can be timed separate from `onSideResidualOrder` (the
per-condition tick), allowing conditions to end at a different priority
than they tick per-pokemon.

Relatedly, `onTeamPreview` and `onStart` in formats now need to be
`onFieldTeamPreview` and `onFieldStart`.

Unrelatedly, `effectData` has been renamed `effectState`, and the
corresponding state containers (`pokemon.statusData`,
`pokemon.speciesData`, `pokemon.itemData`, `pokemon.abilityData`,
`field.weatherData`, `field.terrainData`) have been similarly renamed. I
renamed the types a while ago, but I was holding off renaming the fields
because it would be a breaking change. But this is a breaking change
anyway, so we might as well do it now.

Note: `onResidual` will tick even on `onSideEnd` turns, although
`onSideResidual` won't. When refactoring weather, remember to
check `this.state.duration` so you don't deal weather damage on the
ending turn.

Intended as a better fix for #8216
2021-04-25 10:55:54 -07:00

47 lines
1.5 KiB
TypeScript

export const Scripts: ModdedBattleScriptsData = {
gen: 8,
field: {
suppressingWeather() {
for (const pokemon of this.battle.getAllActive()) {
const innates = Object.keys(pokemon.volatiles).filter(x => x.startsWith('ability:'));
if (pokemon && !pokemon.ignoringAbility() &&
(pokemon.getAbility().suppressWeather || innates.some(x => this.battle.dex.abilities.get(x).suppressWeather))) {
return true;
}
}
return false;
},
},
pokemon: {
hasAbility(ability) {
if (this.ignoringAbility()) return false;
if (Array.isArray(ability)) return ability.some(abil => this.hasAbility(abil));
const abilityid = this.battle.toID(ability);
return this.ability === abilityid || !!this.volatiles['ability:' + abilityid];
},
ignoringAbility() {
// Check if any active pokemon have the ability Neutralizing Gas
let neutralizinggas = false;
for (const pokemon of this.battle.getAllActive()) {
// can't use hasAbility because it would lead to infinite recursion
if (
(pokemon.ability === ('neutralizinggas' as ID) || pokemon.m.abils?.includes('ability:neutralizinggas')) &&
!pokemon.volatiles['gastroacid'] && !pokemon.abilityState.ending
) {
neutralizinggas = true;
break;
}
}
return !!(
(this.battle.gen >= 5 && !this.isActive) ||
((this.volatiles['gastroacid'] ||
(neutralizinggas && (this.ability !== ('neutralizinggas' as ID) ||
this.m.abils?.includes('ability:neutralizinggas'))
)) && !this.getAbility().isPermanent
)
);
},
},
};