Merge branch 'beta' into mystery-encounters-translations
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commit
14577fe95b
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@ -102,7 +102,7 @@ export class MoveEffectPhase extends PokemonPhase {
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* (and not random target) and failed the hit check against its target (MISS), log the move
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* as FAILed or MISSed (depending on the conditions above) and end this phase.
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*/
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if (!hasActiveTargets || (!move.hasAttr(VariableTargetAttr) && !move.isMultiTarget() && !targetHitChecks[this.targets[0]])) {
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if (!hasActiveTargets || (!move.hasAttr(VariableTargetAttr) && !move.isMultiTarget() && !targetHitChecks[this.targets[0]] && !targets[0].getTag(ProtectedTag))) {
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this.stopMultiHit();
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if (hasActiveTargets) {
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this.scene.queueMessage(i18next.t("battle:attackMissed", { pokemonNameWithAffix: this.getTarget()? getPokemonNameWithAffix(this.getTarget()!) : "" }));
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@ -125,20 +125,6 @@ export class MoveEffectPhase extends PokemonPhase {
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/** Has the move successfully hit a target (for damage) yet? */
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let hasHit: boolean = false;
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for (const target of targets) {
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/**
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* If the move missed a target, stop all future hits against that target
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* and move on to the next target (if there is one).
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*/
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if (!targetHitChecks[target.getBattlerIndex()]) {
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this.stopMultiHit(target);
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this.scene.queueMessage(i18next.t("battle:attackMissed", { pokemonNameWithAffix: getPokemonNameWithAffix(target) }));
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if (moveHistoryEntry.result === MoveResult.PENDING) {
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moveHistoryEntry.result = MoveResult.MISS;
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}
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user.pushMoveHistory(moveHistoryEntry);
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applyMoveAttrs(MissEffectAttr, user, null, move);
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continue;
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}
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/** The {@linkcode ArenaTagSide} to which the target belongs */
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const targetSide = target.isPlayer() ? ArenaTagSide.PLAYER : ArenaTagSide.ENEMY;
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@ -156,6 +142,21 @@ export class MoveEffectPhase extends PokemonPhase {
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&& (hasConditionalProtectApplied.value || (!target.findTags(t => t instanceof DamageProtectedTag).length && target.findTags(t => t instanceof ProtectedTag).find(t => target.lapseTag(t.tagType)))
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|| (this.move.getMove().category !== MoveCategory.STATUS && target.findTags(t => t instanceof DamageProtectedTag).find(t => target.lapseTag(t.tagType))));
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/**
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* If the move missed a target, stop all future hits against that target
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* and move on to the next target (if there is one).
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*/
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if (!isProtected && !targetHitChecks[target.getBattlerIndex()]) {
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this.stopMultiHit(target);
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this.scene.queueMessage(i18next.t("battle:attackMissed", { pokemonNameWithAffix: getPokemonNameWithAffix(target) }));
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if (moveHistoryEntry.result === MoveResult.PENDING) {
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moveHistoryEntry.result = MoveResult.MISS;
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}
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user.pushMoveHistory(moveHistoryEntry);
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applyMoveAttrs(MissEffectAttr, user, null, move);
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continue;
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}
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/** Does this phase represent the invoked move's first strike? */
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const firstHit = (user.turnData.hitsLeft === user.turnData.hitCount);
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@ -0,0 +1,93 @@
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import Phaser from "phaser";
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import { afterEach, beforeAll, beforeEach, describe, expect, test } from "vitest";
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import GameManager from "../utils/gameManager";
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import { Species } from "#enums/species";
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import { Abilities } from "#enums/abilities";
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import { Moves } from "#enums/moves";
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import { BattlerIndex } from "#app/battle";
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import { StatusEffect } from "#app/enums/status-effect";
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const TIMEOUT = 20 * 1000;
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describe("Moves - Baneful Bunker", () => {
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let phaserGame: Phaser.Game;
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let game: GameManager;
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beforeAll(() => {
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phaserGame = new Phaser.Game({
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type: Phaser.HEADLESS,
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});
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});
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afterEach(() => {
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game.phaseInterceptor.restoreOg();
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});
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beforeEach(() => {
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game = new GameManager(phaserGame);
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game.override.battleType("single");
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game.override.moveset(Moves.SLASH);
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game.override.enemySpecies(Species.SNORLAX);
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game.override.enemyAbility(Abilities.INSOMNIA);
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game.override.enemyMoveset(Moves.BANEFUL_BUNKER);
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game.override.startingLevel(100);
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game.override.enemyLevel(100);
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});
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test(
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"should protect the user and poison attackers that make contact",
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async () => {
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await game.classicMode.startBattle([Species.CHARIZARD]);
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const leadPokemon = game.scene.getPlayerPokemon()!;
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const enemyPokemon = game.scene.getEnemyPokemon()!;
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game.move.select(Moves.SLASH);
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await game.setTurnOrder([BattlerIndex.ENEMY, BattlerIndex.PLAYER]);
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await game.phaseInterceptor.to("BerryPhase", false);
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expect(enemyPokemon.hp).toBe(enemyPokemon.getMaxHp());
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expect(leadPokemon.status?.effect === StatusEffect.POISON).toBeTruthy();
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}, TIMEOUT
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);
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test(
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"should protect the user and poison attackers that make contact, regardless of accuracy checks",
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async () => {
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await game.classicMode.startBattle([Species.CHARIZARD]);
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const leadPokemon = game.scene.getPlayerPokemon()!;
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const enemyPokemon = game.scene.getEnemyPokemon()!;
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game.move.select(Moves.SLASH);
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await game.setTurnOrder([BattlerIndex.ENEMY, BattlerIndex.PLAYER]);
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await game.phaseInterceptor.to("MoveEffectPhase");
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await game.move.forceMiss();
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await game.phaseInterceptor.to("BerryPhase", false);
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expect(enemyPokemon.hp).toBe(enemyPokemon.getMaxHp());
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expect(leadPokemon.status?.effect === StatusEffect.POISON).toBeTruthy();
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}, TIMEOUT
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);
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test(
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"should not poison attackers that don't make contact",
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async () => {
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game.override.moveset(Moves.FLASH_CANNON);
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await game.classicMode.startBattle([Species.CHARIZARD]);
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const leadPokemon = game.scene.getPlayerPokemon()!;
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const enemyPokemon = game.scene.getEnemyPokemon()!;
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game.move.select(Moves.FLASH_CANNON);
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await game.setTurnOrder([BattlerIndex.ENEMY, BattlerIndex.PLAYER]);
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await game.phaseInterceptor.to("MoveEffectPhase");
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await game.move.forceMiss();
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await game.phaseInterceptor.to("BerryPhase", false);
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expect(enemyPokemon.hp).toBe(enemyPokemon.getMaxHp());
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expect(leadPokemon.status?.effect === StatusEffect.POISON).toBeFalsy();
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}, TIMEOUT
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);
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});
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@ -43,6 +43,23 @@ describe("Moves - Obstruct", () => {
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expect(enemy.getStatStage(Stat.DEF)).toBe(-2);
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}, TIMEOUT);
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it("bypasses accuracy checks when applying protection and defense reduction", async () => {
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game.override.enemyMoveset(Array(4).fill(Moves.ICE_PUNCH));
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await game.classicMode.startBattle();
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game.move.select(Moves.OBSTRUCT);
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await game.phaseInterceptor.to("MoveEffectPhase");
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await game.move.forceMiss();
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const player = game.scene.getPlayerPokemon()!;
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const enemy = game.scene.getEnemyPokemon()!;
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await game.phaseInterceptor.to("TurnEndPhase");
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expect(player.isFullHp()).toBe(true);
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expect(enemy.getStatStage(Stat.DEF)).toBe(-2);
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}, TIMEOUT
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);
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it("protects from non-contact damaging moves and doesn't lower the opponent's defense by 2 stages", async () => {
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game.override.enemyMoveset(Array(4).fill(Moves.WATER_GUN));
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await game.classicMode.startBattle();
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