[Bug] Fixes Moody increasing and decreasing the same stat (#3694)
* Replaces selectableStats array with the proper decreaseStatArray * Adds docs to MoodyAbAttr * Updates docs, creates unit tests for moody
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@ -3299,11 +3299,25 @@ export class PostTurnLootAbAttr extends PostTurnAbAttr {
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}
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}
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/**
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* Attribute used for {@linkcode Abilities.MOODY}
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*/
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export class MoodyAbAttr extends PostTurnAbAttr {
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constructor() {
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super(true);
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}
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/**
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* Randomly increases one BattleStat by 2 stages and decreases a different BattleStat by 1 stage
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* @param {Pokemon} pokemon Pokemon that has this ability
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* @param passive N/A
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* @param simulated true if applying in a simulated call.
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* @param args N/A
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* @returns true
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*
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* Any BattleStats at +6 or -6 are excluded from being increased or decreased, respectively
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* If the pokemon already has all BattleStats raised to stage 6, it will only decrease one BattleStat by 1 stage
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* If the pokemon already has all BattleStats lowered to stage -6, it will only increase one BattleStat by 2 stages
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*/
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applyPostTurn(pokemon: Pokemon, passive: boolean, simulated: boolean, args: any[]): boolean {
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const selectableStats = [BattleStat.ATK, BattleStat.DEF, BattleStat.SPATK, BattleStat.SPDEF, BattleStat.SPD];
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const increaseStatArray = selectableStats.filter(s => pokemon.summonData.battleStats[s] < 6);
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@ -3315,7 +3329,7 @@ export class MoodyAbAttr extends PostTurnAbAttr {
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pokemon.scene.unshiftPhase(new StatChangePhase(pokemon.scene, pokemon.getBattlerIndex(), true, [increaseStat], 2));
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}
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if (!simulated && decreaseStatArray.length > 0) {
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const decreaseStat = selectableStats[Utils.randInt(selectableStats.length)];
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const decreaseStat = decreaseStatArray[Utils.randInt(decreaseStatArray.length)];
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pokemon.scene.unshiftPhase(new StatChangePhase(pokemon.scene, pokemon.getBattlerIndex(), true, [decreaseStat], -1));
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}
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return true;
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@ -0,0 +1,93 @@
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import { BattleStat } from "#app/data/battle-stat";
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import { Abilities } from "#enums/abilities";
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import { Moves } from "#enums/moves";
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import { Species } from "#enums/species";
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import GameManager from "#test/utils/gameManager";
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import { SPLASH_ONLY } from "#test/utils/testUtils";
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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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describe("Abilities - Moody", () => {
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let phaserGame: Phaser.Game;
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let game: GameManager;
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const battleStatsArray = [BattleStat.ATK, BattleStat.DEF, BattleStat.SPATK, BattleStat.SPDEF, BattleStat.SPD];
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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.RATTATA)
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.enemyAbility(Abilities.BALL_FETCH)
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.enemyPassiveAbility(Abilities.HYDRATION)
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.ability(Abilities.MOODY)
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.enemyMoveset(SPLASH_ONLY)
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.moveset(SPLASH_ONLY);
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});
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it(
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"should increase one BattleStat by 2 stages and decrease a different BattleStat by 1 stage",
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async () => {
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await game.startBattle();
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const playerPokemon = game.scene.getPlayerPokemon()!;
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game.move.select(Moves.SPLASH);
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await game.toNextTurn();
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// Find the increased and decreased stats, make sure they are different.
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const statChanges = playerPokemon.summonData.battleStats;
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const changedStats = battleStatsArray.filter(bs => statChanges[bs] === 2 || statChanges[bs] === -1);
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expect(changedStats).toBeTruthy();
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expect(changedStats.length).toBe(2);
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expect(changedStats[0] !== changedStats[1]).toBeTruthy();
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});
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it(
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"should only increase one BattleStat by 2 stages if all BattleStats are at -6",
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async () => {
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await game.startBattle();
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const playerPokemon = game.scene.getPlayerPokemon()!;
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// Set all BattleStats to -6
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battleStatsArray.forEach(bs => playerPokemon.summonData.battleStats[bs] = -6);
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game.move.select(Moves.SPLASH);
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await game.toNextTurn();
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// Should increase one BattleStat by 2 (from -6, meaning it will be -4)
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const increasedStat = battleStatsArray.filter(bs => playerPokemon.summonData.battleStats[bs] === -4);
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expect(increasedStat).toBeTruthy();
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expect(increasedStat.length).toBe(1);
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});
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it(
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"should only decrease one BattleStat by 1 stage if all BattleStats are at 6",
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async () => {
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await game.startBattle();
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const playerPokemon = game.scene.getPlayerPokemon()!;
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// Set all BattleStats to 6
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battleStatsArray.forEach(bs => playerPokemon.summonData.battleStats[bs] = 6);
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game.move.select(Moves.SPLASH);
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await game.toNextTurn();
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// Should decrease one BattleStat by 1 (from 6, meaning it will be 5)
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const decreasedStat = battleStatsArray.filter(bs => playerPokemon.summonData.battleStats[bs] === 5);
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expect(decreasedStat).toBeTruthy();
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expect(decreasedStat.length).toBe(1);
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});
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});
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