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13 changed files with 394 additions and 94 deletions

@ -1 +1 @@
Subproject commit acad8499a4ca488a9871902de140f635235f309a Subproject commit 6c6f0af398ae11f8d96c6ac064f171d927812c85

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@ -869,6 +869,12 @@ export default class BattleScene extends SceneBase {
return party.slice(0, Math.min(party.length, this.currentBattle?.double ? 2 : 1)); return party.slice(0, Math.min(party.length, this.currentBattle?.double ? 2 : 1));
} }
/**
* Returns an array of Pokemon on both sides of the battle - player first, then enemy.
* Does not actually check if the pokemon are on the field or not, and always has length 4 regardless of battle type.
* @param activeOnly Whether to consider only active pokemon
* @returns array of {@linkcode Pokemon}
*/
public getField(activeOnly: boolean = false): Pokemon[] { public getField(activeOnly: boolean = false): Pokemon[] {
const ret = new Array(4).fill(null); const ret = new Array(4).fill(null);
const playerField = this.getPlayerField(); const playerField = this.getPlayerField();

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@ -1380,8 +1380,10 @@ export class UserHpDamageAttr extends FixedDamageAttr {
} }
export class TargetHalfHpDamageAttr extends FixedDamageAttr { export class TargetHalfHpDamageAttr extends FixedDamageAttr {
// the initial amount of hp the target had before the first hit /**
// used for multi lens * The initial amount of hp the target had before the first hit.
* Used for calculating multi lens damage.
*/
private initialHp: number; private initialHp: number;
constructor() { constructor() {
super(0); super(0);
@ -1405,12 +1407,10 @@ export class TargetHalfHpDamageAttr extends FixedDamageAttr {
// multi lens added hit; use initialHp tracker to ensure correct damage // multi lens added hit; use initialHp tracker to ensure correct damage
(args[0] as Utils.NumberHolder).value = Utils.toDmgValue(this.initialHp / 2); (args[0] as Utils.NumberHolder).value = Utils.toDmgValue(this.initialHp / 2);
return true; return true;
break;
case lensCount + 1: case lensCount + 1:
// parental bond added hit; calc damage as normal // parental bond added hit; calc damage as normal
(args[0] as Utils.NumberHolder).value = Utils.toDmgValue(target.hp / 2); (args[0] as Utils.NumberHolder).value = Utils.toDmgValue(target.hp / 2);
return true; return true;
break;
} }
} }
@ -6109,7 +6109,7 @@ export class ForceSwitchOutAttr extends MoveEffectAttr {
return false; return false;
} }
// Don't allow wild mons to flee with U-turn et al // Don't allow wild mons to flee with U-turn et al.
if (this.selfSwitch && !user.isPlayer() && move.category !== MoveCategory.STATUS) { if (this.selfSwitch && !user.isPlayer() && move.category !== MoveCategory.STATUS) {
return false; return false;
} }
@ -7064,7 +7064,25 @@ export class RepeatMoveAttr extends MoveEffectAttr {
// get the last move used (excluding status based failures) as well as the corresponding moveset slot // get the last move used (excluding status based failures) as well as the corresponding moveset slot
const lastMove = target.getLastXMoves(-1).find(m => m.move !== Moves.NONE)!; const lastMove = target.getLastXMoves(-1).find(m => m.move !== Moves.NONE)!;
const movesetMove = target.getMoveset().find(m => m?.moveId === lastMove.move)!; const movesetMove = target.getMoveset().find(m => m?.moveId === lastMove.move)!;
const moveTargets = lastMove.targets ?? []; // If the last move used can hit more than one target or has variable targets,
// re-compute the targets for the attack
// (mainly for alternating double/single battle shenanigans)
// Rampaging moves (e.g. Outrage) are not included due to being incompatible with Instruct
// TODO: Fix this once dragon darts gets smart targeting
let moveTargets = movesetMove.getMove().isMultiTarget() ? getMoveTargets(target, lastMove.move).targets : lastMove.targets;
/** In the event the instructed move's only target is a fainted opponent, redirect it to an alive ally if possible
Normally, all yet-unexecuted move phases would swap over when the enemy in question faints
(see `redirectPokemonMoves` in `battle-scene.ts`),
but since instruct adds a new move phase pre-emptively, we need to handle this interaction manually.
*/
const firstTarget = globalScene.getField()[moveTargets[0]];
if (globalScene.currentBattle.double && moveTargets.length === 1 && firstTarget.isFainted() && firstTarget !== target.getAlly()) {
const ally = firstTarget.getAlly();
if (ally.isActive()) { // ally exists, is not dead and can sponge the blast
moveTargets = [ ally.getBattlerIndex() ];
}
}
globalScene.queueMessage(i18next.t("moveTriggers:instructingMove", { globalScene.queueMessage(i18next.t("moveTriggers:instructingMove", {
userPokemonName: getPokemonNameWithAffix(user), userPokemonName: getPokemonNameWithAffix(user),
@ -7078,12 +7096,9 @@ export class RepeatMoveAttr extends MoveEffectAttr {
getCondition(): MoveConditionFunc { getCondition(): MoveConditionFunc {
return (user, target, move) => { return (user, target, move) => {
// TODO: Confirm behavior of instructing move known by target but called by another move
const lastMove = target.getLastXMoves(-1).find(m => m.move !== Moves.NONE); const lastMove = target.getLastXMoves(-1).find(m => m.move !== Moves.NONE);
const movesetMove = target.getMoveset().find(m => m?.moveId === lastMove?.move); const movesetMove = target.getMoveset().find(m => m?.moveId === lastMove?.move);
const moveTargets = lastMove?.targets ?? []; const uninstructableMoves = [
// TODO: Add a way of adding moves to list procedurally rather than a pre-defined blacklist
const unrepeatablemoves = [
// Locking/Continually Executed moves // Locking/Continually Executed moves
Moves.OUTRAGE, Moves.OUTRAGE,
Moves.RAGING_FURY, Moves.RAGING_FURY,
@ -7138,11 +7153,11 @@ export class RepeatMoveAttr extends MoveEffectAttr {
// TODO: Add Max/G-Move blockage if or when they are implemented // TODO: Add Max/G-Move blockage if or when they are implemented
]; ];
if (!movesetMove // called move not in target's moveset (dancer, forgetting the move, etc.) if (!lastMove?.move // no move to instruct
|| !movesetMove // called move not in target's moveset (forgetting the move, etc.)
|| movesetMove.ppUsed === movesetMove.getMovePp() // move out of pp || movesetMove.ppUsed === movesetMove.getMovePp() // move out of pp
|| allMoves[lastMove?.move ?? Moves.NONE].isChargingMove() // called move is a charging/recharging move || allMoves[lastMove.move].isChargingMove() // called move is a charging/recharging move
|| !moveTargets.length // called move has no targets || uninstructableMoves.includes(lastMove.move)) { // called move is in the banlist
|| unrepeatablemoves.includes(lastMove?.move ?? Moves.NONE)) { // called move is explicitly in the banlist
return false; return false;
} }
return true; return true;
@ -7150,7 +7165,7 @@ export class RepeatMoveAttr extends MoveEffectAttr {
} }
getTargetBenefitScore(user: Pokemon, target: Pokemon, move: Move): integer { getTargetBenefitScore(user: Pokemon, target: Pokemon, move: Move): integer {
// TODO: Make the AI acutally use instruct // TODO: Make the AI actually use instruct
/* Ideally, the AI would score instruct based on the scorings of the on-field pokemons' /* Ideally, the AI would score instruct based on the scorings of the on-field pokemons'
* last used moves at the time of using Instruct (by the time the instructor gets to act) * last used moves at the time of using Instruct (by the time the instructor gets to act)
* with respect to the user's side. * with respect to the user's side.
@ -10260,6 +10275,8 @@ export function initMoves() {
.ignoresSubstitute() .ignoresSubstitute()
.attr(RepeatMoveAttr) .attr(RepeatMoveAttr)
.edgeCase(), // incorrect interactions with Gigaton Hammer, Blood Moon & Torment .edgeCase(), // incorrect interactions with Gigaton Hammer, Blood Moon & Torment
// Also has incorrect interactions with move-calling moves (Mirror Move, Copycat/Mimic, Metronome)
// and Dancer that will need to be cleaned up separately
new AttackMove(Moves.BEAK_BLAST, Type.FLYING, MoveCategory.PHYSICAL, 100, 100, 15, -1, -3, 7) new AttackMove(Moves.BEAK_BLAST, Type.FLYING, MoveCategory.PHYSICAL, 100, 100, 15, -1, -3, 7)
.attr(BeakBlastHeaderAttr) .attr(BeakBlastHeaderAttr)
.ballBombMove() .ballBombMove()

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@ -162,7 +162,7 @@ export function getNonVolatileStatusEffects():Array<StatusEffect> {
} }
/** /**
* Returns whether a statuss effect is non volatile. * Returns whether a status effect is non volatile.
* Non-volatile status condition is a status that remains after being switched out. * Non-volatile status condition is a status that remains after being switched out.
* @param status The status to check * @param status The status to check
*/ */

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@ -1108,6 +1108,7 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
return this.getStat(Stat.HP); return this.getStat(Stat.HP);
} }
/** Returns the amount of hp currently missing from this {@linkcode Pokemon} (max - current) */
getInverseHp(): integer { getInverseHp(): integer {
return this.getMaxHp() - this.hp; return this.getMaxHp() - this.hp;
} }

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@ -21,7 +21,7 @@ import { WeatherType } from "#enums/weather-type";
* *
* Any override added here will be used instead of the value in {@linkcode DefaultOverrides} * Any override added here will be used instead of the value in {@linkcode DefaultOverrides}
* *
* If an override name starts with "STARTING", it will apply when a new run begins * If an override name starts with "STARTING", it will only apply when a new run begins.
* *
* @example * @example
* ``` * ```
@ -38,7 +38,7 @@ const overrides = {} satisfies Partial<InstanceType<typeof DefaultOverrides>>;
* --- * ---
* Defaults for Overrides that are used when testing different in game situations * Defaults for Overrides that are used when testing different in game situations
* *
* If an override name starts with "STARTING", it will apply when a new run begins * If an override name starts with "STARTING", it will only apply when a new run begins.
*/ */
class DefaultOverrides { class DefaultOverrides {
// ----------------- // -----------------

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@ -26,7 +26,7 @@ export enum LearnMoveType {
export class LearnMovePhase extends PlayerPartyMemberPokemonPhase { export class LearnMovePhase extends PlayerPartyMemberPokemonPhase {
private moveId: Moves; private moveId: Moves;
private messageMode: Mode; private messageMode: Mode;
private learnMoveType; private learnMoveType: LearnMoveType;
private cost: number; private cost: number;
constructor(partyMemberIndex: integer, moveId: Moves, learnMoveType: LearnMoveType = LearnMoveType.LEARN_MOVE, cost: number = -1) { constructor(partyMemberIndex: integer, moveId: Moves, learnMoveType: LearnMoveType = LearnMoveType.LEARN_MOVE, cost: number = -1) {

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@ -60,4 +60,41 @@ describe("Abilities - Dancer", () => {
// doesn't use PP if copied move is also in moveset // doesn't use PP if copied move is also in moveset
expect(oricorio.moveset[0]?.ppUsed).toBe(0); expect(oricorio.moveset[0]?.ppUsed).toBe(0);
}); });
// TODO: Enable after move-calling move rework
it.todo("should not count as the last move used for mirror move/instruct", async () => {
game.override
.moveset([ Moves.FIERY_DANCE, Moves.REVELATION_DANCE ])
.enemyMoveset([ Moves.INSTRUCT, Moves.MIRROR_MOVE, Moves.SPLASH ])
.enemySpecies(Species.DIALGA)
.enemyLevel(100);
await game.classicMode.startBattle([ Species.ORICORIO, Species.FEEBAS ]);
const [ oricorio ] = game.scene.getPlayerField();
const [ , dialga2 ] = game.scene.getEnemyField();
game.move.select(Moves.REVELATION_DANCE, BattlerIndex.PLAYER, BattlerIndex.ENEMY_2);
game.move.select(Moves.FIERY_DANCE, BattlerIndex.PLAYER_2, BattlerIndex.ENEMY_2);
await game.forceEnemyMove(Moves.INSTRUCT, BattlerIndex.PLAYER);
await game.forceEnemyMove(Moves.MIRROR_MOVE, BattlerIndex.PLAYER);
await game.setTurnOrder([ BattlerIndex.PLAYER, BattlerIndex.PLAYER_2, BattlerIndex.ENEMY_2, BattlerIndex.ENEMY ]);
await game.phaseInterceptor.to("MovePhase"); // Oricorio rev dance
await game.phaseInterceptor.to("MovePhase"); // Feebas fiery dance
await game.phaseInterceptor.to("MovePhase"); // Oricorio fiery dance
await game.phaseInterceptor.to("MoveEndPhase", false);
expect(oricorio.getLastXMoves(-1)[0].move).toBe(Moves.REVELATION_DANCE); // dancer copied move doesn't appear in move history
await game.phaseInterceptor.to("MovePhase"); // dialga 2 mirror moves oricorio
await game.phaseInterceptor.to("MovePhase"); // calls instructed rev dance
let currentPhase = game.scene.getCurrentPhase() as MovePhase;
expect(currentPhase.pokemon).toBe(dialga2);
expect(currentPhase.move.moveId).toBe(Moves.REVELATION_DANCE);
await game.phaseInterceptor.to("MovePhase"); // dialga 1 instructs oricorio
await game.phaseInterceptor.to("MovePhase");
currentPhase = game.scene.getCurrentPhase() as MovePhase;
expect(currentPhase.pokemon).toBe(oricorio);
expect(currentPhase.move.moveId).toBe(Moves.REVELATION_DANCE);
});
}); });

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@ -1,6 +1,9 @@
import { BattlerIndex } from "#app/battle"; import { BattlerIndex } from "#app/battle";
import { Button } from "#app/enums/buttons";
import type Pokemon from "#app/field/pokemon"; import type Pokemon from "#app/field/pokemon";
import { MoveResult } from "#app/field/pokemon"; import { MoveResult } from "#app/field/pokemon";
import type { MovePhase } from "#app/phases/move-phase";
import { Mode } from "#app/ui/ui";
import { Abilities } from "#enums/abilities"; import { Abilities } from "#enums/abilities";
import { Moves } from "#enums/moves"; import { Moves } from "#enums/moves";
import { Species } from "#enums/species"; import { Species } from "#enums/species";
@ -12,10 +15,10 @@ describe("Moves - Instruct", () => {
let phaserGame: Phaser.Game; let phaserGame: Phaser.Game;
let game: GameManager; let game: GameManager;
function instructSuccess(pokemon: Pokemon, move: Moves): void { function instructSuccess(target: Pokemon, move: Moves): void {
expect(pokemon.getLastXMoves(-1)[0].move).toBe(move); expect(target.getLastXMoves(-1)[0].move).toBe(move);
expect(pokemon.getLastXMoves(-1)[1].move).toBe(pokemon.getLastXMoves()[0].move); expect(target.getLastXMoves(-1)[1].move).toBe(target.getLastXMoves()[0].move);
expect(pokemon.getMoveset().find(m => m?.moveId === move)?.ppUsed).toBe(2); expect(target.getMoveset().find(m => m?.moveId === move)?.ppUsed).toBe(2);
} }
beforeAll(() => { beforeAll(() => {
@ -36,27 +39,40 @@ describe("Moves - Instruct", () => {
.enemyAbility(Abilities.NO_GUARD) .enemyAbility(Abilities.NO_GUARD)
.enemyLevel(100) .enemyLevel(100)
.startingLevel(100) .startingLevel(100)
.ability(Abilities.BALL_FETCH)
.moveset([ Moves.INSTRUCT, Moves.SONIC_BOOM, Moves.SPLASH, Moves.TORMENT ])
.disableCrits(); .disableCrits();
}); });
it("should repeat enemy's attack move when moving last", async () => { it("should repeat target's last used move", async () => {
game.override
.moveset(Moves.INSTRUCT)
.enemyLevel(1000); // ensures shuckle no die
await game.classicMode.startBattle([ Species.AMOONGUSS ]); await game.classicMode.startBattle([ Species.AMOONGUSS ]);
const enemy = game.scene.getEnemyPokemon()!; const enemy = game.scene.getEnemyPokemon()!;
game.move.changeMoveset(enemy, Moves.SONIC_BOOM); game.move.changeMoveset(enemy, Moves.SONIC_BOOM);
game.move.select(Moves.INSTRUCT, BattlerIndex.PLAYER, BattlerIndex.ENEMY); game.move.select(Moves.INSTRUCT);
await game.forceEnemyMove(Moves.SONIC_BOOM, BattlerIndex.PLAYER); await game.forceEnemyMove(Moves.SONIC_BOOM);
await game.setTurnOrder([ BattlerIndex.ENEMY, BattlerIndex.PLAYER ]); await game.setTurnOrder([ BattlerIndex.ENEMY, BattlerIndex.PLAYER ]);
await game.phaseInterceptor.to("MovePhase"); // enemy attacks us
await game.phaseInterceptor.to("MovePhase", false); // instruct
let currentPhase = game.scene.getCurrentPhase() as MovePhase;
expect(currentPhase.pokemon).toBe(game.scene.getPlayerPokemon());
await game.phaseInterceptor.to("MoveEndPhase");
await game.phaseInterceptor.to("MovePhase", false); // enemy repeats move
currentPhase = game.scene.getCurrentPhase() as MovePhase;
expect(currentPhase.pokemon).toBe(enemy);
expect(currentPhase.move.moveId).toBe(Moves.SONIC_BOOM);
await game.phaseInterceptor.to("TurnEndPhase", false); await game.phaseInterceptor.to("TurnEndPhase", false);
expect(game.scene.getPlayerPokemon()?.getInverseHp()).toBe(40);
instructSuccess(enemy, Moves.SONIC_BOOM); instructSuccess(enemy, Moves.SONIC_BOOM);
expect(game.scene.getPlayerPokemon()?.getInverseHp()).toBe(40);
}); });
it("should repeat enemy's move through substitute", async () => { it("should repeat enemy's move through substitute", async () => {
game.override.moveset([ Moves.INSTRUCT, Moves.SPLASH ]);
await game.classicMode.startBattle([ Species.AMOONGUSS ]); await game.classicMode.startBattle([ Species.AMOONGUSS ]);
const enemy = game.scene.getEnemyPokemon()!; const enemy = game.scene.getEnemyPokemon()!;
@ -72,34 +88,33 @@ describe("Moves - Instruct", () => {
await game.setTurnOrder([ BattlerIndex.ENEMY, BattlerIndex.PLAYER ]); await game.setTurnOrder([ BattlerIndex.ENEMY, BattlerIndex.PLAYER ]);
await game.phaseInterceptor.to("TurnEndPhase", false); await game.phaseInterceptor.to("TurnEndPhase", false);
expect(game.scene.getPlayerPokemon()?.getInverseHp()).toBe(40);
instructSuccess(game.scene.getEnemyPokemon()!, Moves.SONIC_BOOM); instructSuccess(game.scene.getEnemyPokemon()!, Moves.SONIC_BOOM);
expect(game.scene.getPlayerPokemon()?.getInverseHp()).toBe(40);
}); });
it("should repeat ally's attack on enemy", async () => { it("should repeat ally's attack on enemy", async () => {
game.override game.override
.battleType("double") .battleType("double")
.moveset([]); .enemyMoveset(Moves.SPLASH);
await game.classicMode.startBattle([ Species.AMOONGUSS, Species.SHUCKLE ]); await game.classicMode.startBattle([ Species.AMOONGUSS, Species.SHUCKLE ]);
const [ amoonguss, shuckle ] = game.scene.getPlayerField(); const [ amoonguss, shuckle ] = game.scene.getPlayerField();
game.move.changeMoveset(amoonguss, Moves.INSTRUCT); game.move.changeMoveset(amoonguss, [ Moves.INSTRUCT, Moves.SONIC_BOOM ]);
game.move.changeMoveset(shuckle, Moves.SONIC_BOOM); game.move.changeMoveset(shuckle, [ Moves.INSTRUCT, Moves.SONIC_BOOM ]);
game.move.select(Moves.INSTRUCT, BattlerIndex.PLAYER, BattlerIndex.PLAYER_2); game.move.select(Moves.INSTRUCT, BattlerIndex.PLAYER, BattlerIndex.PLAYER_2);
game.move.select(Moves.SONIC_BOOM, BattlerIndex.PLAYER_2, BattlerIndex.ENEMY); game.move.select(Moves.SONIC_BOOM, BattlerIndex.PLAYER_2, BattlerIndex.ENEMY);
await game.forceEnemyMove(Moves.SPLASH);
await game.forceEnemyMove(Moves.SPLASH);
await game.setTurnOrder([ BattlerIndex.PLAYER_2, BattlerIndex.PLAYER, BattlerIndex.ENEMY, BattlerIndex.ENEMY_2 ]); await game.setTurnOrder([ BattlerIndex.PLAYER_2, BattlerIndex.PLAYER, BattlerIndex.ENEMY, BattlerIndex.ENEMY_2 ]);
await game.phaseInterceptor.to("TurnEndPhase", false); await game.phaseInterceptor.to("TurnEndPhase", false);
expect(game.scene.getEnemyField()[0].getInverseHp()).toBe(40);
instructSuccess(shuckle, Moves.SONIC_BOOM); instructSuccess(shuckle, Moves.SONIC_BOOM);
expect(game.scene.getEnemyField()[0].getInverseHp()).toBe(40);
}); });
// TODO: Enable test case once gigaton hammer (and blood moon) is fixed // TODO: Enable test case once gigaton hammer (and blood moon) are reworked
it.todo("should repeat enemy's Gigaton Hammer", async () => { it.todo("should repeat enemy's Gigaton Hammer", async () => {
game.override game.override
.moveset(Moves.INSTRUCT)
.enemyLevel(5); .enemyLevel(5);
await game.classicMode.startBattle([ Species.AMOONGUSS ]); await game.classicMode.startBattle([ Species.AMOONGUSS ]);
@ -115,32 +130,31 @@ describe("Moves - Instruct", () => {
it("should respect enemy's status condition", async () => { it("should respect enemy's status condition", async () => {
game.override game.override
.moveset([ Moves.THUNDER_WAVE, Moves.INSTRUCT ]) .moveset([ Moves.INSTRUCT, Moves.THUNDER_WAVE ])
.enemyMoveset([ Moves.SPLASH, Moves.SONIC_BOOM ]); .enemyMoveset(Moves.SONIC_BOOM);
await game.classicMode.startBattle([ Species.AMOONGUSS ]); await game.classicMode.startBattle([ Species.AMOONGUSS ]);
game.move.select(Moves.THUNDER_WAVE); game.move.select(Moves.THUNDER_WAVE);
await game.forceEnemyMove(Moves.SONIC_BOOM);
await game.setTurnOrder([ BattlerIndex.ENEMY, BattlerIndex.PLAYER ]); await game.setTurnOrder([ BattlerIndex.ENEMY, BattlerIndex.PLAYER ]);
await game.toNextTurn(); await game.toNextTurn();
game.move.select(Moves.INSTRUCT); game.move.select(Moves.INSTRUCT);
await game.forceEnemyMove(Moves.SPLASH); await game.setTurnOrder([ BattlerIndex.PLAYER, BattlerIndex.ENEMY ]);
await game.setTurnOrder([ BattlerIndex.ENEMY, BattlerIndex.PLAYER ]);
await game.move.forceStatusActivation(true);
await game.phaseInterceptor.to("MovePhase"); await game.phaseInterceptor.to("MovePhase");
// force enemy's instructed move to bork and then immediately thaw out
await game.move.forceStatusActivation(true);
await game.move.forceStatusActivation(false); await game.move.forceStatusActivation(false);
await game.phaseInterceptor.to("TurnEndPhase", false); await game.phaseInterceptor.to("TurnEndPhase", false);
const moveHistory = game.scene.getEnemyPokemon()!.getMoveHistory(); const moveHistory = game.scene.getEnemyPokemon()?.getLastXMoves(-1)!;
expect(moveHistory.length).toBe(3); expect(moveHistory.map(m => m.move)).toEqual([ Moves.SONIC_BOOM, Moves.NONE, Moves.SONIC_BOOM ]);
expect(moveHistory[0].move).toBe(Moves.SONIC_BOOM); expect(game.scene.getPlayerPokemon()?.getInverseHp()).toBe(40);
expect(moveHistory[1].move).toBe(Moves.NONE);
expect(moveHistory[2].move).toBe(Moves.SONIC_BOOM);
}); });
it("should not repeat enemy's out of pp move", async () => { it("should not repeat enemy's out of pp move", async () => {
game.override.enemySpecies(Species.UNOWN); game.override
.moveset(Moves.INSTRUCT)
.enemySpecies(Species.UNOWN);
await game.classicMode.startBattle([ Species.AMOONGUSS ]); await game.classicMode.startBattle([ Species.AMOONGUSS ]);
const enemyPokemon = game.scene.getEnemyPokemon()!; const enemyPokemon = game.scene.getEnemyPokemon()!;
@ -153,13 +167,85 @@ describe("Moves - Instruct", () => {
await game.setTurnOrder([ BattlerIndex.ENEMY, BattlerIndex.PLAYER ]); await game.setTurnOrder([ BattlerIndex.ENEMY, BattlerIndex.PLAYER ]);
await game.phaseInterceptor.to("TurnEndPhase", false); await game.phaseInterceptor.to("TurnEndPhase", false);
const playerMove = game.scene.getPlayerPokemon()!.getLastXMoves()!; const playerMoves = game.scene.getPlayerPokemon()!.getLastXMoves(-1)!;
expect(playerMove[0].result).toBe(MoveResult.FAIL); expect(playerMoves[0].result).toBe(MoveResult.FAIL);
expect(enemyPokemon.getMoveHistory().length).toBe(1); expect(enemyPokemon.getMoveHistory().length).toBe(1);
}); });
it("should redirect attacking moves if enemy faints", async () => {
game.override
.battleType("double")
.enemyMoveset(Moves.SPLASH)
.enemySpecies(Species.MAGIKARP)
.enemyLevel(1);
await game.classicMode.startBattle([ Species.HISUI_ELECTRODE, Species.KOMMO_O ]);
const [ electrode, kommo_o ] = game.scene.getPlayerField()!;
game.move.changeMoveset(electrode, Moves.CHLOROBLAST);
game.move.changeMoveset(kommo_o, Moves.INSTRUCT);
game.move.select(Moves.CHLOROBLAST, BattlerIndex.PLAYER, BattlerIndex.ENEMY);
game.move.select(Moves.INSTRUCT, BattlerIndex.PLAYER_2, BattlerIndex.PLAYER);
await game.setTurnOrder([ BattlerIndex.PLAYER, BattlerIndex.PLAYER_2, BattlerIndex.ENEMY, BattlerIndex.ENEMY_2 ]);
await game.phaseInterceptor.to("BerryPhase");
// Chloroblast always deals 50% max HP% recoil UNLESS you whiff
// due to lack of targets or similar,
// so all we have to do is check whether electrode fainted or not.
// Naturally, both karps should also be dead as well.
expect(electrode.isFainted()).toBe(true);
const [ karp1, karp2 ] = game.scene.getEnemyField()!;
expect(karp1.isFainted()).toBe(true);
expect(karp2.isFainted()).toBe(true);
}),
it("should allow for dancer copying of instructed dance move", async () => {
game.override
.battleType("double")
.enemyMoveset([ Moves.INSTRUCT, Moves.SPLASH ]);
await game.classicMode.startBattle([ Species.ORICORIO, Species.VOLCARONA ]);
const [ oricorio, volcarona ] = game.scene.getPlayerField();
game.move.changeMoveset(oricorio, Moves.SPLASH);
game.move.changeMoveset(volcarona, Moves.FIERY_DANCE);
game.move.select(Moves.SPLASH, BattlerIndex.PLAYER);
game.move.select(Moves.FIERY_DANCE, BattlerIndex.PLAYER_2, BattlerIndex.ENEMY);
await game.forceEnemyMove(Moves.INSTRUCT, BattlerIndex.PLAYER_2);
await game.forceEnemyMove(Moves.SPLASH);
await game.setTurnOrder([ BattlerIndex.PLAYER, BattlerIndex.PLAYER_2, BattlerIndex.ENEMY, BattlerIndex.ENEMY_2 ]);
await game.phaseInterceptor.to("BerryPhase");
// fiery dance triggered dancer successfully for a total of 4 hits
// Volcarona fiery dance has a _small_ chance to 3HKO a shuckle in worst case, so we add the hit count of both
// foes to account for spillover
instructSuccess(volcarona, Moves.FIERY_DANCE);
expect(game.scene.getEnemyField()[0].turnData.attacksReceived.length +
game.scene.getEnemyField()[1].turnData.attacksReceived.length).toBe(4);
});
it("should not repeat move when switching out", async () => {
game.override
.enemyMoveset(Moves.INSTRUCT)
.enemySpecies(Species.UNOWN);
await game.classicMode.startBattle([ Species.AMOONGUSS, Species.TOXICROAK ]);
const amoonguss = game.scene.getPlayerPokemon()!;
game.move.changeMoveset(amoonguss, Moves.SEED_BOMB);
amoonguss.battleSummonData.moveHistory = [{ move: Moves.SEED_BOMB, targets: [ BattlerIndex.ENEMY ], result: MoveResult.SUCCESS }];
game.doSwitchPokemon(1);
await game.phaseInterceptor.to("TurnEndPhase", false);
const enemyMoves = game.scene.getEnemyPokemon()!.getLastXMoves(-1)!;
expect(enemyMoves[0].result).toBe(MoveResult.FAIL);
});
it("should fail if no move has yet been used by target", async () => { it("should fail if no move has yet been used by target", async () => {
game.override.enemyMoveset(Moves.SPLASH); game.override
.moveset(Moves.INSTRUCT)
.enemyMoveset(Moves.SPLASH);
await game.classicMode.startBattle([ Species.AMOONGUSS ]); await game.classicMode.startBattle([ Species.AMOONGUSS ]);
game.move.select(Moves.INSTRUCT); game.move.select(Moves.INSTRUCT);
@ -183,48 +269,46 @@ describe("Moves - Instruct", () => {
game.move.select(Moves.INSTRUCT, BattlerIndex.PLAYER, BattlerIndex.ENEMY); game.move.select(Moves.INSTRUCT, BattlerIndex.PLAYER, BattlerIndex.ENEMY);
game.move.select(Moves.DISABLE, BattlerIndex.PLAYER_2, BattlerIndex.ENEMY); game.move.select(Moves.DISABLE, BattlerIndex.PLAYER_2, BattlerIndex.ENEMY);
await game.forceEnemyMove(Moves.SONIC_BOOM, BattlerIndex.PLAYER); await game.forceEnemyMove(Moves.SONIC_BOOM, BattlerIndex.PLAYER);
await game.forceEnemyMove(Moves.SPLASH);
await game.setTurnOrder([ BattlerIndex.ENEMY, BattlerIndex.PLAYER_2, BattlerIndex.PLAYER, BattlerIndex.ENEMY_2 ]); await game.setTurnOrder([ BattlerIndex.ENEMY, BattlerIndex.PLAYER_2, BattlerIndex.PLAYER, BattlerIndex.ENEMY_2 ]);
await game.phaseInterceptor.to("TurnEndPhase", false); await game.phaseInterceptor.to("TurnEndPhase", false);
expect(game.scene.getPlayerField()[0].getLastXMoves()[0].result).toBe(MoveResult.SUCCESS); expect(game.scene.getPlayerField()[0].getLastXMoves()[0].result).toBe(MoveResult.SUCCESS);
const enemyMove = game.scene.getEnemyPokemon()!.getLastXMoves()[0]; const enemyMove = game.scene.getEnemyField()[0]!.getLastXMoves()[0];
expect(enemyMove.result).toBe(MoveResult.FAIL); expect(enemyMove.result).toBe(MoveResult.FAIL);
expect(game.scene.getEnemyPokemon()!.getMoveset().find(m => m?.moveId === Moves.SONIC_BOOM)?.ppUsed).toBe(1); expect(game.scene.getEnemyField()[0].getMoveset().find(m => m?.moveId === Moves.SONIC_BOOM)?.ppUsed).toBe(1);
}); });
it("should not repeat enemy's move through protect", async () => { it("should not repeat enemy's move through protect", async () => {
game.override.moveset([ Moves.INSTRUCT ]);
await game.classicMode.startBattle([ Species.AMOONGUSS ]); await game.classicMode.startBattle([ Species.AMOONGUSS ]);
const MoveToUse = Moves.PROTECT; const enemy = game.scene.getEnemyPokemon()!;
const enemyPokemon = game.scene.getEnemyPokemon()!; game.move.changeMoveset(enemy, Moves.PROTECT);
game.move.changeMoveset(enemyPokemon, MoveToUse);
game.move.select(Moves.INSTRUCT); game.move.select(Moves.INSTRUCT);
await game.forceEnemyMove(Moves.PROTECT);
await game.setTurnOrder([ BattlerIndex.ENEMY, BattlerIndex.PLAYER ]); await game.setTurnOrder([ BattlerIndex.ENEMY, BattlerIndex.PLAYER ]);
await game.phaseInterceptor.to("TurnEndPhase", false); await game.phaseInterceptor.to("TurnEndPhase", false);
expect(enemyPokemon.getLastXMoves(-1)[0].move).toBe(Moves.PROTECT); expect(enemy.getLastXMoves(-1)[0].move).toBe(Moves.PROTECT);
expect(enemyPokemon.getLastXMoves(-1)[1]).toBeUndefined(); // undefined because protect failed expect(enemy.getLastXMoves(-1)[1]).toBeUndefined(); // undefined because instruct failed and didn't repeat
expect(enemyPokemon.getMoveset().find(m => m?.moveId === Moves.PROTECT)?.ppUsed).toBe(1); expect(enemy.getMoveset().find(m => m?.moveId === Moves.PROTECT)?.ppUsed).toBe(1);
}); });
it("should not repeat enemy's charging move", async () => { it("should not repeat enemy's charging move", async () => {
game.override game.override
.enemyMoveset([ Moves.SONIC_BOOM, Moves.HYPER_BEAM ]) .moveset([ Moves.INSTRUCT ])
.enemyLevel(5); .enemyMoveset([ Moves.SONIC_BOOM, Moves.HYPER_BEAM ]);
await game.classicMode.startBattle([ Species.SHUCKLE ]); await game.classicMode.startBattle([ Species.SHUCKLE ]);
const player = game.scene.getPlayerPokemon()!; const player = game.scene.getPlayerPokemon()!;
const enemyPokemon = game.scene.getEnemyPokemon()!; const enemy = game.scene.getEnemyPokemon()!;
enemyPokemon.battleSummonData.moveHistory = [{ move: Moves.SONIC_BOOM, targets: [ BattlerIndex.PLAYER ], result: MoveResult.SUCCESS, virtual: false }]; enemy.battleSummonData.moveHistory = [{ move: Moves.SONIC_BOOM, targets: [ BattlerIndex.PLAYER ], result: MoveResult.SUCCESS, virtual: false }];
game.move.select(Moves.INSTRUCT); game.move.select(Moves.INSTRUCT);
await game.forceEnemyMove(Moves.HYPER_BEAM); await game.forceEnemyMove(Moves.HYPER_BEAM);
await game.setTurnOrder([ BattlerIndex.ENEMY, BattlerIndex.PLAYER ]); await game.setTurnOrder([ BattlerIndex.ENEMY, BattlerIndex.PLAYER ]);
await game.toNextTurn(); await game.toNextTurn();
// instruct fails at copying last move due to charging turn (rather than instructing sonic boom)
expect(player.getLastXMoves()[0].result).toBe(MoveResult.FAIL); expect(player.getLastXMoves()[0].result).toBe(MoveResult.FAIL);
game.move.select(Moves.INSTRUCT); game.move.select(Moves.INSTRUCT);
@ -234,31 +318,172 @@ describe("Moves - Instruct", () => {
expect(player.getLastXMoves()[0].result).toBe(MoveResult.FAIL); expect(player.getLastXMoves()[0].result).toBe(MoveResult.FAIL);
}); });
it("should not repeat dance move not known by target", async () => { // TODO: Fix test code up to use learn move utility function once that gets added
it.todo("should not repeat move since forgotten by target", async () => {
game.override game.override
.battleType("double") .enemyLevel(5)
.moveset([ Moves.INSTRUCT, Moves.FIERY_DANCE ]) .xpMultiplier(50)
.enemyMoveset(Moves.SPLASH) .enemySpecies(Species.WURMPLE)
.enemyAbility(Abilities.DANCER); .enemyMoveset(Moves.INSTRUCT);
await game.classicMode.startBattle([ Species.SHUCKLE, Species.SHUCKLE ]); await game.classicMode.startBattle([ Species.REGIELEKI ]);
game.move.select(Moves.INSTRUCT, BattlerIndex.PLAYER, BattlerIndex.ENEMY); const regieleki = game.scene.getPlayerPokemon()!;
game.move.select(Moves.FIERY_DANCE, BattlerIndex.PLAYER_2, BattlerIndex.ENEMY); // fill out moveset with random moves
game.move.changeMoveset(regieleki, [ Moves.ELECTRO_DRIFT, Moves.SPLASH, Moves.ICE_BEAM, Moves.ANCIENT_POWER ]);
game.move.select(Moves.ELECTRO_DRIFT);
await game.setTurnOrder([ BattlerIndex.PLAYER, BattlerIndex.ENEMY ]);
// setup macro to mash enter and learn hydro pump in slot 1
game.onNextPrompt("LearnMovePhase", Mode.CONFIRM, () => {
game.scene.ui.getHandler().processInput(Button.ACTION);
game.onNextPrompt("LearnMovePhase", Mode.SUMMARY, () => {
game.scene.ui.getHandler().processInput(Button.ACTION);
game.onNextPrompt("LearnMovePhase", Mode.CONFIRM, () => {
game.scene.ui.getHandler().processInput(Button.ACTION);
});
});
});
await game.toNextWave();
game.move.select(Moves.SPLASH);
await game.setTurnOrder([ BattlerIndex.ENEMY, BattlerIndex.PLAYER ]);
await game.phaseInterceptor.to("TurnEndPhase", false);
expect(game.scene.getEnemyField()[0].getLastXMoves()[0].result).toBe(MoveResult.FAIL);
});
it("should disregard priority of instructed move on use", async () => {
game.override
.enemyMoveset([ Moves.SPLASH, Moves.WHIRLWIND ])
.moveset(Moves.INSTRUCT);
await game.classicMode.startBattle([ Species.LUCARIO, Species.BANETTE ]);
const enemyPokemon = game.scene.getEnemyPokemon()!;
enemyPokemon.battleSummonData.moveHistory = [{ move: Moves.WHIRLWIND, targets: [ BattlerIndex.PLAYER ], result: MoveResult.SUCCESS, virtual: false }];
game.move.select(Moves.INSTRUCT);
await game.forceEnemyMove(Moves.SPLASH); await game.forceEnemyMove(Moves.SPLASH);
await game.phaseInterceptor.to("TurnEndPhase", false);
// lucario instructed enemy whirlwind at 0 priority to switch itself out
const instructedMove = enemyPokemon.getLastXMoves(-1)[1];
expect(instructedMove.result).toBe(MoveResult.SUCCESS);
expect(instructedMove.move).toBe(Moves.WHIRLWIND);
expect(game.scene.getPlayerPokemon()?.species.speciesId).toBe(Species.BANETTE);
});
it("should respect moves' original priority for psychic terrain", async () => {
game.override.
battleType("double")
.moveset([ Moves.QUICK_ATTACK, Moves.SPLASH, Moves.INSTRUCT ])
.enemyMoveset([ Moves.SPLASH, Moves.PSYCHIC_TERRAIN ]);
await game.classicMode.startBattle([ Species.BANETTE, Species.KLEFKI ]);
game.move.select(Moves.QUICK_ATTACK, BattlerIndex.PLAYER, BattlerIndex.ENEMY); // succeeds due to terrain no
game.move.select(Moves.SPLASH, BattlerIndex.PLAYER_2);
await game.forceEnemyMove(Moves.SPLASH); await game.forceEnemyMove(Moves.SPLASH);
await game.forceEnemyMove(Moves.PSYCHIC_TERRAIN);
await game.toNextTurn();
game.move.select(Moves.SPLASH, BattlerIndex.PLAYER);
game.move.select(Moves.INSTRUCT, BattlerIndex.PLAYER_2, BattlerIndex.PLAYER);
await game.setTurnOrder([ BattlerIndex.PLAYER_2, BattlerIndex.PLAYER, BattlerIndex.ENEMY, BattlerIndex.ENEMY_2 ]); await game.setTurnOrder([ BattlerIndex.PLAYER_2, BattlerIndex.PLAYER, BattlerIndex.ENEMY, BattlerIndex.ENEMY_2 ]);
await game.phaseInterceptor.to("TurnEndPhase", false); await game.phaseInterceptor.to("TurnEndPhase", false);
expect(game.scene.getPlayerField()[0].getLastXMoves()[0].result).toBe(MoveResult.FAIL); // quick attack failed when instructed
const banette = game.scene.getPlayerPokemon()!;
expect(banette.getLastXMoves(-1)[1].move).toBe(Moves.QUICK_ATTACK);
expect(banette.getLastXMoves(-1)[1].result).toBe(MoveResult.FAIL);
});
it("should still work w/ prankster in psychic terrain", async () => {
game.override.
battleType("double")
.enemyMoveset([ Moves.SPLASH, Moves.PSYCHIC_TERRAIN ]);
await game.classicMode.startBattle([ Species.BANETTE, Species.KLEFKI ]);
const [ banette, klefki ] = game.scene.getPlayerField()!;
game.move.changeMoveset(banette, [ Moves.VINE_WHIP, Moves.SPLASH ]);
game.move.changeMoveset(klefki, [ Moves.INSTRUCT, Moves.SPLASH ]);
game.move.select(Moves.VINE_WHIP, BattlerIndex.PLAYER, BattlerIndex.ENEMY);
game.move.select(Moves.SPLASH, BattlerIndex.PLAYER_2);
await game.forceEnemyMove(Moves.SPLASH);
await game.forceEnemyMove(Moves.PSYCHIC_TERRAIN);
await game.toNextTurn();
game.move.select(Moves.SPLASH, BattlerIndex.PLAYER);
game.move.select(Moves.INSTRUCT, BattlerIndex.PLAYER_2, BattlerIndex.PLAYER); // copies vine whip
await game.setTurnOrder([ BattlerIndex.PLAYER_2, BattlerIndex.PLAYER, BattlerIndex.ENEMY, BattlerIndex.ENEMY_2 ]);
await game.phaseInterceptor.to("TurnEndPhase", false);
expect(banette.getLastXMoves(-1)[1].move).toBe(Moves.VINE_WHIP);
expect(banette.getLastXMoves(-1)[2].move).toBe(Moves.VINE_WHIP);
expect(banette.getMoveset().find(m => m?.moveId === Moves.VINE_WHIP )?.ppUsed).toBe(2);
});
it("should cause spread moves to correctly hit targets in doubles after singles", async () => {
game.override
.battleType("even-doubles")
.moveset([ Moves.BREAKING_SWIPE, Moves.INSTRUCT, Moves.SPLASH ])
.enemyMoveset(Moves.SONIC_BOOM)
.enemySpecies(Species.AXEW)
.startingLevel(500);
await game.classicMode.startBattle([ Species.KORAIDON, Species.KLEFKI ]);
const koraidon = game.scene.getPlayerField()[0]!;
game.move.select(Moves.BREAKING_SWIPE);
await game.phaseInterceptor.to("TurnEndPhase", false);
expect(koraidon.getInverseHp()).toBe(0);
expect(koraidon.getLastXMoves(-1)[0].targets).toEqual([ BattlerIndex.ENEMY ]);
await game.toNextWave();
game.move.select(Moves.SPLASH, BattlerIndex.PLAYER);
game.move.select(Moves.INSTRUCT, BattlerIndex.PLAYER_2, BattlerIndex.PLAYER);
await game.setTurnOrder([ BattlerIndex.PLAYER_2, BattlerIndex.PLAYER, BattlerIndex.ENEMY, BattlerIndex.ENEMY_2 ]);
await game.phaseInterceptor.to("TurnEndPhase", false);
// did not take damage since enemies died beforehand;
// last move used hit both enemies
expect(koraidon.getInverseHp()).toBe(0);
expect(koraidon.getLastXMoves(-1)[1].targets?.sort()).toEqual([ BattlerIndex.ENEMY, BattlerIndex.ENEMY_2 ]);
});
it("should cause AoE moves to correctly hit everyone in doubles after singles", async () => {
game.override
.battleType("even-doubles")
.moveset([ Moves.BRUTAL_SWING, Moves.INSTRUCT, Moves.SPLASH ])
.enemySpecies(Species.AXEW)
.enemyMoveset(Moves.SONIC_BOOM)
.startingLevel(500);
await game.classicMode.startBattle([ Species.KORAIDON, Species.KLEFKI ]);
const koraidon = game.scene.getPlayerField()[0]!;
game.move.select(Moves.BRUTAL_SWING);
await game.setTurnOrder([ BattlerIndex.PLAYER, BattlerIndex.ENEMY ]);
await game.phaseInterceptor.to("TurnEndPhase", false);
expect(koraidon.getInverseHp()).toBe(0);
expect(koraidon.getLastXMoves(-1)[0].targets).toEqual([ BattlerIndex.ENEMY ]);
await game.toNextWave();
game.move.select(Moves.SPLASH, BattlerIndex.PLAYER);
game.move.select(Moves.INSTRUCT, BattlerIndex.PLAYER_2, BattlerIndex.PLAYER);
await game.setTurnOrder([ BattlerIndex.PLAYER_2, BattlerIndex.PLAYER, BattlerIndex.ENEMY, BattlerIndex.ENEMY_2 ]);
await game.phaseInterceptor.to("TurnEndPhase", false);
// did not take damage since enemies died beforehand;
// last move used hit everything around it
expect(koraidon.getInverseHp()).toBe(0);
expect(koraidon.getLastXMoves(-1)[1].targets?.sort()).toEqual([ BattlerIndex.PLAYER_2, BattlerIndex.ENEMY, BattlerIndex.ENEMY_2 ]);
}); });
it("should cause multi-hit moves to hit the appropriate number of times in singles", async () => { it("should cause multi-hit moves to hit the appropriate number of times in singles", async () => {
game.override game.override
.enemyAbility(Abilities.SKILL_LINK) .enemyAbility(Abilities.SKILL_LINK)
.moveset([ Moves.SPLASH, Moves.INSTRUCT ])
.enemyMoveset(Moves.BULLET_SEED); .enemyMoveset(Moves.BULLET_SEED);
await game.classicMode.startBattle([ Species.BULBASAUR ]); await game.classicMode.startBattle([ Species.BULBASAUR ]);
const player = game.scene.getPlayerPokemon()!; const bulbasaur = game.scene.getPlayerPokemon()!;
game.move.select(Moves.SPLASH); game.move.select(Moves.SPLASH);
await game.toNextTurn(); await game.toNextTurn();
@ -267,34 +492,35 @@ describe("Moves - Instruct", () => {
await game.setTurnOrder([ BattlerIndex.PLAYER, BattlerIndex.ENEMY ]); await game.setTurnOrder([ BattlerIndex.PLAYER, BattlerIndex.ENEMY ]);
await game.phaseInterceptor.to("BerryPhase"); await game.phaseInterceptor.to("BerryPhase");
expect(player.turnData.attacksReceived.length).toBe(10); expect(bulbasaur.turnData.attacksReceived.length).toBe(10);
await game.toNextTurn(); await game.toNextTurn();
game.move.select(Moves.INSTRUCT); game.move.select(Moves.INSTRUCT);
await game.setTurnOrder([ BattlerIndex.ENEMY, BattlerIndex.PLAYER ]); await game.setTurnOrder([ BattlerIndex.ENEMY, BattlerIndex.PLAYER ]);
await game.phaseInterceptor.to("BerryPhase"); await game.phaseInterceptor.to("BerryPhase");
expect(player.turnData.attacksReceived.length).toBe(10); expect(bulbasaur.turnData.attacksReceived.length).toBe(10);
}); });
it("should cause multi-hit moves to hit the appropriate number of times in doubles", async () => { it("should cause multi-hit moves to hit the appropriate number of times in doubles", async () => {
game.override game.override
.battleType("double") .battleType("double")
.enemyAbility(Abilities.SKILL_LINK) .enemyAbility(Abilities.SKILL_LINK)
.moveset([ Moves.SPLASH, Moves.INSTRUCT ])
.enemyMoveset([ Moves.BULLET_SEED, Moves.SPLASH ]) .enemyMoveset([ Moves.BULLET_SEED, Moves.SPLASH ])
.enemyLevel(5); .enemyLevel(5);
await game.classicMode.startBattle([ Species.BULBASAUR, Species.IVYSAUR ]); await game.classicMode.startBattle([ Species.BULBASAUR, Species.IVYSAUR ]);
const [ , ivysaur ] = game.scene.getPlayerField(); const [ , ivysaur ] = game.scene.getPlayerField();
game.move.select(Moves.SPLASH); game.move.select(Moves.SPLASH, BattlerIndex.PLAYER);
game.move.select(Moves.SPLASH, 1); game.move.select(Moves.SPLASH, BattlerIndex.PLAYER_2);
await game.forceEnemyMove(Moves.BULLET_SEED, BattlerIndex.PLAYER_2); await game.forceEnemyMove(Moves.BULLET_SEED, BattlerIndex.PLAYER_2);
await game.forceEnemyMove(Moves.SPLASH); await game.forceEnemyMove(Moves.SPLASH);
await game.toNextTurn(); await game.toNextTurn();
game.move.select(Moves.INSTRUCT, 0, BattlerIndex.ENEMY); game.move.select(Moves.INSTRUCT, BattlerIndex.PLAYER, BattlerIndex.ENEMY);
game.move.select(Moves.INSTRUCT, 1, BattlerIndex.ENEMY); game.move.select(Moves.INSTRUCT, BattlerIndex.PLAYER_2, BattlerIndex.ENEMY);
await game.forceEnemyMove(Moves.BULLET_SEED, BattlerIndex.PLAYER_2); await game.forceEnemyMove(Moves.BULLET_SEED, BattlerIndex.PLAYER_2);
await game.forceEnemyMove(Moves.SPLASH); await game.forceEnemyMove(Moves.SPLASH);
await game.setTurnOrder([ BattlerIndex.PLAYER, BattlerIndex.PLAYER_2, BattlerIndex.ENEMY, BattlerIndex.ENEMY_2 ]); await game.setTurnOrder([ BattlerIndex.PLAYER, BattlerIndex.PLAYER_2, BattlerIndex.ENEMY, BattlerIndex.ENEMY_2 ]);
@ -303,8 +529,8 @@ describe("Moves - Instruct", () => {
expect(ivysaur.turnData.attacksReceived.length).toBe(15); expect(ivysaur.turnData.attacksReceived.length).toBe(15);
await game.toNextTurn(); await game.toNextTurn();
game.move.select(Moves.INSTRUCT, 0, BattlerIndex.ENEMY); game.move.select(Moves.INSTRUCT, BattlerIndex.PLAYER, BattlerIndex.ENEMY);
game.move.select(Moves.INSTRUCT, 1, BattlerIndex.ENEMY); game.move.select(Moves.INSTRUCT, BattlerIndex.PLAYER_2, BattlerIndex.ENEMY);
await game.forceEnemyMove(Moves.BULLET_SEED, BattlerIndex.PLAYER_2); await game.forceEnemyMove(Moves.BULLET_SEED, BattlerIndex.PLAYER_2);
await game.forceEnemyMove(Moves.SPLASH); await game.forceEnemyMove(Moves.SPLASH);
await game.setTurnOrder([ BattlerIndex.ENEMY, BattlerIndex.ENEMY_2, BattlerIndex.PLAYER, BattlerIndex.PLAYER_2 ]); await game.setTurnOrder([ BattlerIndex.ENEMY, BattlerIndex.ENEMY_2, BattlerIndex.PLAYER, BattlerIndex.PLAYER_2 ]);

View File

@ -129,9 +129,10 @@ export default class GameManager {
/** /**
* Adds an action to be executed on the next prompt. * Adds an action to be executed on the next prompt.
* This can be used to (among other things) simulate inputs or run functions mid-phase.
* @param phaseTarget - The target phase. * @param phaseTarget - The target phase.
* @param mode - The mode to wait for. * @param mode - The mode to wait for.
* @param callback - The callback to execute. * @param callback - The callback function to execute on next prompt.
* @param expireFn - Optional function to determine if the prompt has expired. * @param expireFn - Optional function to determine if the prompt has expired.
*/ */
onNextPrompt(phaseTarget: string, mode: Mode, callback: () => void, expireFn?: () => void, awaitingActionInput: boolean = false) { onNextPrompt(phaseTarget: string, mode: Mode, callback: () => void, expireFn?: () => void, awaitingActionInput: boolean = false) {
@ -400,6 +401,11 @@ export default class GameManager {
return updateUserInfo(); return updateUserInfo();
} }
/**
* Faints a player or enemy pokemon instantly by setting their HP to 0.
* @param pokemon The player/enemy pokemon being fainted
* @returns A promise that resolves once the fainted pokemon's FaintPhase finishes running.
*/
async killPokemon(pokemon: PlayerPokemon | EnemyPokemon) { async killPokemon(pokemon: PlayerPokemon | EnemyPokemon) {
return new Promise<void>(async (resolve, reject) => { return new Promise<void>(async (resolve, reject) => {
pokemon.hp = 0; pokemon.hp = 0;
@ -453,8 +459,9 @@ export default class GameManager {
} }
/** /**
* Intercepts `TurnStartPhase` and mocks the getSpeedOrder's return value {@linkcode TurnStartPhase.getSpeedOrder} * Intercepts `TurnStartPhase` and mocks {@linkcode TurnStartPhase.getSpeedOrder}'s return value.
* Used to modify the turn order. * Used to manually modify Pokemon turn order.
* Note: This *DOES NOT* account for priority, only speed.
* @param {BattlerIndex[]} order The turn order to set * @param {BattlerIndex[]} order The turn order to set
* @example * @example
* ```ts * ```ts
@ -468,7 +475,7 @@ export default class GameManager {
} }
/** /**
* Removes all held items from enemy pokemon * Removes all held items from enemy pokemon.
*/ */
removeEnemyHeldItems(): void { removeEnemyHeldItems(): void {
this.scene.clearEnemyHeldItemModifiers(); this.scene.clearEnemyHeldItemModifiers();

View File

@ -75,9 +75,10 @@ export class MoveHelper extends GameManagerHelper {
} }
/** /**
* Used when the normal moveset override can't be used (such as when it's necessary to check updated properties of the moveset). * Changes a pokemon's moveset to the given move(s).
* @param pokemon - The pokemon being modified * Used when the normal moveset override can't be used (such as when it's necessary to check or update properties of the moveset).
* @param moveset - The moveset to use * @param pokemon - The {@linkcode Pokemon} being modified
* @param moveset - The {@linkcode Moves} (single or array) to change the Pokemon's moveset to
*/ */
public changeMoveset(pokemon: Pokemon, moveset: Moves | Moves[]): void { public changeMoveset(pokemon: Pokemon, moveset: Moves | Moves[]): void {
if (!Array.isArray(moveset)) { if (!Array.isArray(moveset)) {

View File

@ -140,7 +140,7 @@ export class OverridesHelper extends GameManagerHelper {
} }
/** /**
* Override the player (pokemon) {@linkcode Abilities | ability} * Override the player (pokemon) {@linkcode Abilities | ability}.
* @param ability the (pokemon) {@linkcode Abilities | ability} to set * @param ability the (pokemon) {@linkcode Abilities | ability} to set
* @returns `this` * @returns `this`
*/ */

View File

@ -277,6 +277,11 @@ export default class UI extends Phaser.GameObjects.Container {
return true; return true;
} }
/**
* Process a player input of a button (delivering it to the current UI handler for processing)
* @param button The {@linkcode Button} being inputted
* @returns true if the input attempt succeeds
*/
processInput(button: Button): boolean { processInput(button: Button): boolean {
if (this.overlayActive) { if (this.overlayActive) {
return false; return false;