PrivatecurrentThe currently-running phase
Holds priority queues for dynamically ordered phases
Private ReadonlyphasePhaseQueue: dequeue/remove the first element to get the next phase
PrivatestandbyThe phase put on standby if overridePhase is called
Finds and cancels the first MovePhase meeting the condition
The condition function
Finds the first MovePhase meeting the condition and changes its move
The condition function
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
Clears all phase queues and the standby phase
Clears the phaseQueue
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 requested phase instance
Finds the first MovePhase meeting the condition and forces it last
The condition function
Finds the first MovePhase meeting the condition and forces it next
The condition function
Finds the first MovePhase meeting the condition
The condition function
The MovePhase, or undefined if it does not exist
Determine if there is a queued Phase meeting the specified conditions.
The type of phase to search for
Optionalcondition: PhaseConditionFunc<T>An optional PhaseConditionFunc to add conditions to the search
Whether a matching phase exists
Hides the ability bar if it is currently visible
Prevents 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
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
Adds a MessagePhase to the queue
string for MessagePhase
OptionalcallbackDelay: null | numberoptional param for MessagePhase constructor
Optionalprompt: null | booleanoptional param for MessagePhase constructor
OptionalpromptDelay: null | numberoptional param for MessagePhase constructor
Optionaldefer: null | booleanIf true, push the phase instead of unshifting; default false
MessagePhase for more details on the parameters
Queues phases which run at the end of each turn
Removes all Phases of the given type from the queue
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.
Determines the next phase to run and starts 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 matching the given conditions.
The type of 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 new 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
PhaseManager is responsible for managing the phases in the battle scene