PrivatecurrentThe currently-running Phase.
Holds priority queues for dynamically ordered phases
Private ReadonlyphaseA multi-dimensional queue of phases being run.
PrivatestandbyThe phase put on standby if overridePhase is called
Find and cancel the first MovePhase meeting the given condition.
The condition function used to retrieve the phase
Find and change the queued move of the first MovePhase meeting the given condition.
The condition function used to retrieve the phase
The move to use in replacement
PrivatecheckHelper method to queue a phase as dynamic if necessary
The phase to check
The Phase or a DynamicPhaseMarker to be used in its place
Clear all phase queues and the standby phase.
Clear all Phases from the queue.
If true, leaves the top level of the tree intact; default false
Dynamically create the named phase from the provided arguments.
The name of the phase to create.
The arguments to pass to the phase constructor.
The created phase instance.
Find and forcibly reorder the first MovePhase meeting the given condition to move last.
The condition function used to retrieve the phase
Find and forcibly reorder the first MovePhase meeting the given condition to move next.
The condition function used to retrieve the phase
Find and return the first MovePhase meeting the given condition.
The condition function used to retrieve the phase
The retrieved MovePhase, or undefined if none meet the criteria.
Determine if there is a queued Phase meeting the specified conditions.
The name of the Phase to search for
Optionalcondition: PhaseConditionFunc<T>An optional PhaseConditionFunc to add conditions to the search
Whether a matching phase exists
Hide the ability bar if it is currently visible.
Prevent end of turn effects from triggering when transitioning to a new biome on a X0 wave.
Create a new phase and immediately push it to the phase queue.
Equivalent to calling create followed by pushPhase.
The name of the phase to create
The arguments to pass to the phase constructor
Add one or more Phases to the end of the queue. They will run once all phases already in the queue have ended.
One or more Phases to add
Create a new phase and queue it to run after all others queued by the currently running phase.
The name of the phase to create
The arguments to pass to the phase constructor
Add a FaintPhase to the queue.
The arguments to pass to the phase constructor
Add a MessagePhase to the queue.
string for MessagePhase
OptionalcallbackDelay: number | nulloptional param for MessagePhase constructor
Optionalprompt: boolean | nulloptional param for MessagePhase constructor
OptionalpromptDelay: number | nulloptional param for MessagePhase constructor
Optionaldefer: boolean | nullIf true, push the phase instead of unshifting; default false
MessagePhase for more details on the parameters
Queue phases which run at the end of each turn.
Remove all instances of the given Phase.
The name of the Phase to remove
This is not intended to be used with dynamically ordered phases, and does not operate on the dynamic queue.
However, it does remove DynamicPhaseMarkers and so would prevent such phases from activating.
Determine the next phase to run and start it.
PrivatestartHelper method to start and log the current phase.
Clear all previously set phases, then add a new TitlePhase to transition to the title screen.
Whether to add a new LoginPhase before the TitlePhase
(but reset everything else).
Default false
Attempt to find and remove the first queued Phase meeting the given condition.
The name of the Phase to search for
OptionalphaseFilter: PhaseConditionFunc<T>An optional PhaseConditionFunc to add conditions to the search
Whether a phase was successfully removed
PrivateturnClear all dynamic queues and begin a new TurnInitPhase for the current turn.
Called whenever the current phase queue is empty.
Create a new phase and immediately unshift it to the phase queue.
Equivalent to calling create followed by unshiftPhase.
The name of the phase to create
The arguments to pass to the phase constructor
Queue one or more phases to be run immediately after the current phase finishes.
Unshifted phases are run in FIFO order if multiple are queued during a single phase's execution.
One or more Phases to add
The
PhaseManageris responsible for managing the phases in the Battle Scene.