pokemon-io-core 0.0.110 → 0.0.111
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- package/dist/engine/actions/move.js +11 -8
- package/package.json +1 -1
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@@ -158,14 +158,9 @@ export const resolveDamageMove = (state, playerKey, action) => {
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158
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effectiveness,
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159
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defenderBeforeHp: opponent.currentHp,
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160
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});
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161
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-
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162
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-
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163
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-
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164
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effects: move.effects,
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165
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});
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166
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// Apply Effects
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167
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const { actor: finalSelf, target: finalOpp, events: extraEvents, } = applyEffectsOnTarget(state, updatedSelf, updatedOpponent, move.typeId, isCritical, move.effects);
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168
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events.push(...extraEvents);
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161
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// Events are pushed in order:
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162
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// 1. Move Hit (summary: critical/effective)
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// 2. Effects (damage, recoil, status...)
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events.push({
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...createBaseEvent(state.turnNumber, "move_hit", `${self.fighterId} acierta ${move.name}`),
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actorId: self.fighterId,
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@@ -174,6 +169,14 @@ export const resolveDamageMove = (state, playerKey, action) => {
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isCritical,
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effectiveness,
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});
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172
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dbg("MOVE_EFFECTS", {
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moveId: move.id,
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174
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moveName: move.name,
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effects: move.effects,
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});
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// Apply Effects
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const { actor: finalSelf, target: finalOpp, events: extraEvents, } = applyEffectsOnTarget(state, updatedSelf, updatedOpponent, move.typeId, isCritical, move.effects);
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events.push(...extraEvents);
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let newState = updateFightersInState(state, playerKey, finalSelf, finalOpp);
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// --- FORCED SWITCH (Roar) ---
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const hasForceSwitch = move.effects.some((e) => e.kind === "force_switch");
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