Private
Readonly
dynamicMaps phase types to their corresponding queues
Finds and cancels a MovePhase
meeting the condition
Clears the stored Move
turn order
Removes all phases from the manager
Determines if there is a queued dynamic Phase
meeting the conditions
The type
of phase to search for
Optional
condition: PhaseConditionFunc<T>An optional PhaseConditionFunc
to add conditions to the search
Whether a matching phase exists
Finds a MovePhase
meeting the condition
The MovePhase, or undefined
if it does not exist
Private
getInternal helper to get the MovePhasePriorityQueue
Private
isInternal helper to determine if a phase is dynamic.
Whether phase
is dynamic
Returns the highest-priority (generally by speed) Phase
of the specified type
The type
to pop
The popped Phase
, or undefined
if none of the specified type exist
Finds and removes a single queued Phase
The type
of phase to search for
Optional
condition: PhaseConditionFunc<T>Whether a removal occurred
Finds the MovePhase
meeting the condition and changes its move
The move
to use in replacement
Sets the move order to a static array rather than a dynamic queue
The order of BattlerIndex
s
Sets the timing modifier of a move (i.e. to force it first or last)
A PhaseConditionFunc
to specify conditions for the move
The MovePhaseTimingModifier
to switch the move to
The dynamic queue manager holds priority queues for phases which are queued as dynamic.
Dynamic phases are generally those which hold a pokemon and are unshifted, not pushed.
Queues work by sorting their entries in speed order (and possibly with more complex ordering) before each time a phase is popped.
As the holder, this structure is also used to access and modify queued phases. This is mostly used in redirection, cancellation, etc. of
MovePhase
s.