[Bug] Fix Jaw Lock leaving the user trapped after the target faints (#3450)
* Fix Jaw Lock not removing TRAPPED tag after enemy faints * Create tests for Jaw Lock * Fix overrides import * Clean up implementation + tests * minor style change to phases * Update src/data/move.ts Co-authored-by: Adrian T. <68144167+torranx@users.noreply.github.com> * Jaw Lock no longer overlaps its trapping effect * Friendship ended with JAW_LOCK tag type Now TRAPPED is my new best friend --------- Co-authored-by: EmberCM <kooly213@hotmail.com> Co-authored-by: Adrian T. <68144167+torranx@users.noreply.github.com>
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@ -4438,6 +4438,39 @@ export class GulpMissileTagAttr extends MoveEffectAttr {
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}
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}
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}
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}
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/**
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* Attribute to implement Jaw Lock's linked trapping effect between the user and target
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* @extends AddBattlerTagAttr
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*/
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export class JawLockAttr extends AddBattlerTagAttr {
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constructor() {
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super(BattlerTagType.TRAPPED);
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}
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apply(user: Pokemon, target: Pokemon, move: Move, args: any[]): boolean {
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if (!super.canApply(user, target, move, args)) {
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return false;
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}
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// If either the user or the target already has the tag, do not apply
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if (user.getTag(TrappedTag) || target.getTag(TrappedTag)) {
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return false;
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}
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const moveChance = this.getMoveChance(user, target, move, this.selfTarget);
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if (moveChance < 0 || moveChance === 100 || user.randSeedInt(100) < moveChance) {
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/**
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* Add the tag to both the user and the target.
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* The target's tag source is considered to be the user and vice versa
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*/
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return target.addTag(BattlerTagType.TRAPPED, 1, move.id, user.id)
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&& user.addTag(BattlerTagType.TRAPPED, 1, move.id, target.id);
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}
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return false;
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}
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}
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export class CurseAttr extends MoveEffectAttr {
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export class CurseAttr extends MoveEffectAttr {
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apply(user: Pokemon, target: Pokemon, move:Move, args: any[]): boolean {
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apply(user: Pokemon, target: Pokemon, move:Move, args: any[]): boolean {
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@ -8313,8 +8346,7 @@ export function initMoves() {
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.attr(HighCritAttr)
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.attr(HighCritAttr)
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.attr(BypassRedirectAttr),
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.attr(BypassRedirectAttr),
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new AttackMove(Moves.JAW_LOCK, Type.DARK, MoveCategory.PHYSICAL, 80, 100, 10, -1, 0, 8)
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new AttackMove(Moves.JAW_LOCK, Type.DARK, MoveCategory.PHYSICAL, 80, 100, 10, -1, 0, 8)
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.attr(AddBattlerTagAttr, BattlerTagType.TRAPPED, false, false, 1, 1, false, true)
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.attr(JawLockAttr)
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.attr(AddBattlerTagAttr, BattlerTagType.TRAPPED, true, false, 1, 1, false, true)
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.bitingMove(),
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.bitingMove(),
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new SelfStatusMove(Moves.STUFF_CHEEKS, Type.NORMAL, -1, 10, -1, 0, 8) // TODO: Stuff Cheeks should not be selectable when the user does not have a berry, see wiki
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new SelfStatusMove(Moves.STUFF_CHEEKS, Type.NORMAL, -1, 10, -1, 0, 8) // TODO: Stuff Cheeks should not be selectable when the user does not have a berry, see wiki
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.attr(EatBerryAttr)
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.attr(EatBerryAttr)
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@ -0,0 +1,172 @@
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import { Abilities } from "#app/enums/abilities";
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import { BattlerTagType } from "#app/enums/battler-tag-type";
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import GameManager from "#app/test/utils/gameManager";
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import { getMovePosition } from "#app/test/utils/gameManagerUtils";
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import { Moves } from "#enums/moves";
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import { Species } from "#enums/species";
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import Phaser from "phaser";
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import { afterEach, beforeAll, beforeEach, describe, expect, it } from "vitest";
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import { SPLASH_ONLY } from "#app/test/utils/testUtils";
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import { BattlerIndex } from "#app/battle";
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import { FaintPhase } from "#app/phases/faint-phase";
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import { MoveEffectPhase } from "#app/phases/move-effect-phase";
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import { TurnEndPhase } from "#app/phases/turn-end-phase";
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import { BerryPhase } from "#app/phases/berry-phase";
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const TIMEOUT = 20 * 1000;
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describe("Moves - Jaw Lock", () => {
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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
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.battleType("single")
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.enemySpecies(Species.SNORLAX)
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.enemyAbility(Abilities.INSOMNIA)
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.enemyMoveset(SPLASH_ONLY)
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.moveset([Moves.JAW_LOCK, Moves.SPLASH])
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.startingLevel(100)
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.enemyLevel(100)
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.disableCrits();
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});
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it(
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"should trap the move's user and target",
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async () => {
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await game.startBattle([ Species.BULBASAUR ]);
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const leadPokemon = game.scene.getPlayerPokemon()!;
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const enemyPokemon = game.scene.getEnemyPokemon()!;
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game.doAttack(getMovePosition(game.scene, 0, Moves.JAW_LOCK));
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await game.phaseInterceptor.to(MoveEffectPhase, false);
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expect(leadPokemon.getTag(BattlerTagType.TRAPPED)).toBeUndefined();
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expect(enemyPokemon.getTag(BattlerTagType.TRAPPED)).toBeUndefined();
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await game.phaseInterceptor.to(TurnEndPhase);
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expect(leadPokemon.getTag(BattlerTagType.TRAPPED)).toBeDefined();
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expect(enemyPokemon.getTag(BattlerTagType.TRAPPED)).toBeDefined();
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}, TIMEOUT
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);
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it(
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"should not trap either pokemon if the target faints",
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async () => {
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game.override.enemyLevel(1);
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await game.startBattle([ Species.BULBASAUR ]);
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const leadPokemon = game.scene.getPlayerPokemon()!;
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const enemyPokemon = game.scene.getEnemyPokemon()!;
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game.doAttack(getMovePosition(game.scene, 0, Moves.JAW_LOCK));
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await game.phaseInterceptor.to(MoveEffectPhase, false);
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expect(leadPokemon.getTag(BattlerTagType.TRAPPED)).toBeUndefined();
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expect(enemyPokemon.getTag(BattlerTagType.TRAPPED)).toBeUndefined();
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await game.phaseInterceptor.to(MoveEffectPhase);
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expect(leadPokemon.getTag(BattlerTagType.TRAPPED)).toBeUndefined();
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expect(enemyPokemon.getTag(BattlerTagType.TRAPPED)).toBeUndefined();
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await game.phaseInterceptor.to(FaintPhase);
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expect(leadPokemon.getTag(BattlerTagType.TRAPPED)).toBeUndefined();
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expect(enemyPokemon.getTag(BattlerTagType.TRAPPED)).toBeUndefined();
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}, TIMEOUT
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);
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it(
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"should only trap the user until the target faints",
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async () => {
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await game.startBattle([ Species.BULBASAUR ]);
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const leadPokemon = game.scene.getPlayerPokemon()!;
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const enemyPokemon = game.scene.getEnemyPokemon()!;
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game.doAttack(getMovePosition(game.scene, 0, Moves.JAW_LOCK));
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await game.phaseInterceptor.to(MoveEffectPhase);
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expect(leadPokemon.getTag(BattlerTagType.TRAPPED)).toBeDefined();
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expect(enemyPokemon.getTag(BattlerTagType.TRAPPED)).toBeDefined();
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await game.phaseInterceptor.to(TurnEndPhase);
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await game.doKillOpponents();
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expect(leadPokemon.getTag(BattlerTagType.TRAPPED)).toBeUndefined();
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}, TIMEOUT
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);
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it(
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"should not trap other targets after the first target is trapped",
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async () => {
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game.override.battleType("double");
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await game.startBattle([ Species.CHARMANDER, Species.BULBASAUR ]);
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const playerPokemon = game.scene.getPlayerField();
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const enemyPokemon = game.scene.getEnemyField();
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game.doAttack(getMovePosition(game.scene, 0, Moves.JAW_LOCK));
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game.doSelectTarget(BattlerIndex.ENEMY);
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game.doAttack(getMovePosition(game.scene, 1, Moves.SPLASH));
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await game.phaseInterceptor.to(MoveEffectPhase);
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expect(playerPokemon[0].getTag(BattlerTagType.TRAPPED)).toBeDefined();
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expect(enemyPokemon[0].getTag(BattlerTagType.TRAPPED)).toBeDefined();
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await game.toNextTurn();
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game.doAttack(getMovePosition(game.scene, 0, Moves.JAW_LOCK));
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game.doSelectTarget(BattlerIndex.ENEMY_2);
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game.doAttack(getMovePosition(game.scene, 1, Moves.SPLASH));
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await game.phaseInterceptor.to(MoveEffectPhase);
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expect(enemyPokemon[1].getTag(BattlerTagType.TRAPPED)).toBeUndefined();
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expect(playerPokemon[0].getTag(BattlerTagType.TRAPPED)).toBeDefined();
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expect(playerPokemon[0].getTag(BattlerTagType.TRAPPED)?.sourceId).toBe(enemyPokemon[0].id);
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}, TIMEOUT
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);
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it(
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"should not trap either pokemon if the target is protected",
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async () => {
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game.override.enemyMoveset(Array(4).fill(Moves.PROTECT));
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await game.startBattle([ Species.BULBASAUR ]);
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const playerPokemon = game.scene.getPlayerPokemon()!;
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const enemyPokemon = game.scene.getEnemyPokemon()!;
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game.doAttack(getMovePosition(game.scene, 0, Moves.JAW_LOCK));
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await game.phaseInterceptor.to(BerryPhase, false);
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expect(playerPokemon.getTag(BattlerTagType.TRAPPED)).toBeUndefined();
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expect(enemyPokemon.getTag(BattlerTagType.TRAPPED)).toBeUndefined();
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}, TIMEOUT
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);
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});
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