Multi-target damage reduction is now properly calculated (#3734)
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387d3ac999
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443e4bd24c
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@ -2075,8 +2075,9 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
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stabMultiplier.value = Math.min(stabMultiplier.value + 0.5, 2.25);
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}
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const targetCount = getMoveTargets(source, move.id).targets.length;
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const targetMultiplier = targetCount > 1 ? 0.75 : 1; // 25% damage debuff on multi-target hits (even if it's immune)
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// 25% damage debuff on moves hitting more than one non-fainted target (regardless of immunities)
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const { targets, multiple } = getMoveTargets(source, move.id);
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const targetMultiplier = (multiple && targets.length > 1) ? 0.75 : 1;
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applyMoveAttrs(VariableAtkAttr, source, this, move, sourceAtk);
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applyMoveAttrs(VariableDefAttr, source, this, move, targetDef);
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@ -1,7 +1,7 @@
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import { getMoveTargets } from "#app/data/move";
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import { BattlerIndex } from "#app/battle";
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import { Abilities } from "#app/enums/abilities";
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import { Species } from "#app/enums/species";
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import { TurnEndPhase } from "#app/phases/turn-end-phase";
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import * as Utils from "#app/utils";
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import { Moves } from "#enums/moves";
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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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@ -10,7 +10,7 @@ import { afterEach, beforeAll, beforeEach, describe, expect, it } from "vitest";
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const TIMEOUT = 20 * 1000;
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describe("Moves - Multi target", () => {
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describe("Multi-target damage reduction", () => {
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let phaserGame: Phaser.Game;
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let game: GameManager;
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@ -21,160 +21,111 @@ describe("Moves - Multi target", () => {
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});
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afterEach(() => {
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afterTrial(game);
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game.phaseInterceptor.restoreOg();
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});
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beforeEach(() => {
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game = beforeTrial(phaserGame);
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game = new GameManager(phaserGame);
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game.override
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.disableCrits()
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.battleType("double")
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.enemyLevel(100)
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.startingLevel(100)
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.enemySpecies(Species.POLIWAG)
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.enemyMoveset(SPLASH_ONLY)
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.enemyAbility(Abilities.BALL_FETCH)
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.moveset([Moves.TACKLE, Moves.DAZZLING_GLEAM, Moves.EARTHQUAKE, Moves.SPLASH])
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.ability(Abilities.BALL_FETCH);
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});
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it("2v2 - target all near others - check modifier", () => checkTargetMultiplier(game, Moves.EARTHQUAKE, false, false, true), TIMEOUT);
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it("should reduce d.gleam damage when multiple enemies but not tackle", async () => {
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await game.startBattle([Species.MAGIKARP, Species.FEEBAS]);
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it("2v2 - target all near others - damage decrase", () => checkDamageDecrease(game, Moves.EARTHQUAKE, false, false, true), TIMEOUT);
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const [enemy1, enemy2] = game.scene.getEnemyField();
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it("2v1 - target all near others - check modifier", () => checkTargetMultiplier(game, Moves.EARTHQUAKE, false, true, true), TIMEOUT);
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game.move.select(Moves.DAZZLING_GLEAM);
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game.move.select(Moves.TACKLE, 1, BattlerIndex.ENEMY);
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await game.setTurnOrder([BattlerIndex.PLAYER, BattlerIndex.PLAYER_2, BattlerIndex.ENEMY, BattlerIndex.ENEMY_2]);
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await game.phaseInterceptor.to("MoveEndPhase");
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it("2v1 - target all near others - damage decrase", () => checkDamageDecrease(game, Moves.EARTHQUAKE, false, true, true), TIMEOUT);
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const gleam1 = enemy1.getMaxHp() - enemy1.hp;
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enemy1.hp = enemy1.getMaxHp();
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it("1v2 - target all near others - check modifier", () => checkTargetMultiplier(game, Moves.EARTHQUAKE, true, false, true), TIMEOUT);
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await game.phaseInterceptor.to("MoveEndPhase");
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it("1v2 - target all near others - damage decrase", () => checkDamageDecrease(game, Moves.EARTHQUAKE, true, false, true), TIMEOUT);
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const tackle1 = enemy1.getMaxHp() - enemy1.hp;
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enemy1.hp = enemy1.getMaxHp();
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it("1v1 - target all near others - check modifier", () => checkTargetMultiplier(game, Moves.EARTHQUAKE, true, true, false), TIMEOUT);
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await game.killPokemon(enemy2);
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await game.toNextTurn();
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it("2v2 (immune) - target all near others - check modifier", () => checkTargetMultiplier(game, Moves.EARTHQUAKE, false, false, true, Abilities.LEVITATE), TIMEOUT);
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game.move.select(Moves.DAZZLING_GLEAM);
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game.move.select(Moves.TACKLE, 1, BattlerIndex.ENEMY);
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await game.setTurnOrder([BattlerIndex.PLAYER, BattlerIndex.PLAYER_2, BattlerIndex.ENEMY]);
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it("2v2 (immune) - target all near others - damage decrase", () => checkDamageDecrease(game, Moves.EARTHQUAKE, false, false, true, Abilities.LEVITATE), TIMEOUT);
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await game.phaseInterceptor.to("MoveEndPhase");
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it("2v2 - target all near enemies - check modifier", () => checkTargetMultiplier(game, Moves.HYPER_VOICE, false, false, true), TIMEOUT);
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const gleam2 = enemy1.getMaxHp() - enemy1.hp;
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enemy1.hp = enemy1.getMaxHp();
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it("2v2 - target all near enemies - damage decrase", () => checkDamageDecrease(game, Moves.HYPER_VOICE, false, false, true), TIMEOUT);
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await game.phaseInterceptor.to("MoveEndPhase");
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const tackle2 = enemy1.getMaxHp() - enemy1.hp;
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it("2v1 - target all near enemies - check modifier", () => checkTargetMultiplier(game, Moves.HYPER_VOICE, false, true, false), TIMEOUT);
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// Single target moves don't get reduced
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expect(tackle1).toBe(tackle2);
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// Moves that target all enemies get reduced if there's more than one enemy
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expect(gleam1).toBeLessThanOrEqual(Utils.toDmgValue(gleam2 * 0.75) + 1);
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expect(gleam1).toBeGreaterThanOrEqual(Utils.toDmgValue(gleam2 * 0.75) - 1);
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}, TIMEOUT);
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it("2v1 - target all near enemies - no damage decrase", () => checkDamageDecrease(game, Moves.HYPER_VOICE, false, true, false), TIMEOUT);
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it("should reduce earthquake when more than one pokemon other than user is not fainted", async () => {
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await game.startBattle([Species.MAGIKARP, Species.FEEBAS]);
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it("1v2 - target all near enemies - check modifier", () => checkTargetMultiplier(game, Moves.HYPER_VOICE, true, false, true), TIMEOUT);
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const player2 = game.scene.getParty()[1];
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const [enemy1, enemy2] = game.scene.getEnemyField();
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it("1v2 - target all near enemies - damage decrase", () => checkDamageDecrease(game, Moves.HYPER_VOICE, true, false, true), TIMEOUT);
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it("1v1 - target all near enemies - check modifier", () => checkTargetMultiplier(game, Moves.HYPER_VOICE, true, true, false), TIMEOUT);
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it("2v2 (immune) - target all near enemies - check modifier", () => checkTargetMultiplier(game, Moves.HYPER_VOICE, false, false, true, Abilities.SOUNDPROOF), TIMEOUT);
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it("2v2 (immune) - target all near enemies - damage decrase", () => checkDamageDecrease(game, Moves.HYPER_VOICE, false, false, true, Abilities.SOUNDPROOF), TIMEOUT);
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});
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async function checkTargetMultiplier(game: GameManager, attackMove: Moves, killAlly: boolean, killSecondEnemy: boolean, shouldMultiplied: boolean, oppAbility?: Abilities) {
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// play an attack and check target count
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game.override.enemyAbility(oppAbility ? oppAbility : Abilities.BALL_FETCH);
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await game.startBattle();
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const playerPokemonRepr = game.scene.getPlayerField();
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killAllyAndEnemy(game, killAlly, killSecondEnemy);
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const targetCount = getMoveTargets(playerPokemonRepr[0], attackMove).targets.length;
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const targetMultiplier = targetCount > 1 ? 0.75 : 1;
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if (shouldMultiplied) {
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expect(targetMultiplier).toBe(0.75);
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} else {
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expect(targetMultiplier).toBe(1);
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}
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}
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async function checkDamageDecrease(game: GameManager, attackMove: Moves, killAlly: boolean, killSecondEnemy: boolean, shouldDecreased: boolean, ability?: Abilities) {
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// Tested combination on first turn, 1v1 on second turn
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await game.classicMode.runToSummon([Species.EEVEE, Species.EEVEE]);
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if (ability !== undefined) {
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game.scene.getPlayerField()[1].abilityIndex = ability;
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game.scene.getEnemyField()[1].abilityIndex = ability;
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}
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game.move.select(Moves.SPLASH);
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game.move.select(Moves.SPLASH, 1);
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await game.phaseInterceptor.to(TurnEndPhase);
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killAllyAndEnemy(game, killAlly, killSecondEnemy);
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await game.toNextTurn();
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const initialHp = game.scene.getEnemyField()[0].hp;
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game.move.select(attackMove);
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if (!killAlly) {
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game.move.select(Moves.EARTHQUAKE);
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game.move.select(Moves.SPLASH, 1);
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}
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await game.setTurnOrder([BattlerIndex.PLAYER, BattlerIndex.PLAYER_2, BattlerIndex.ENEMY, BattlerIndex.ENEMY_2]);
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await game.phaseInterceptor.to(TurnEndPhase);
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const afterHp = game.scene.getEnemyField()[0].hp;
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await game.phaseInterceptor.to("MoveEndPhase");
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killAllyAndEnemy(game, true, true);
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await game.toNextTurn();
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const damagePlayer2Turn1 = player2.getMaxHp() - player2.hp;
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const damageEnemy1Turn1 = enemy1.getMaxHp() - enemy1.hp;
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game.scene.getEnemyField()[0].hp = initialHp;
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player2.hp = player2.getMaxHp();
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enemy1.hp = enemy1.getMaxHp();
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const initialHp1v1 = game.scene.getEnemyField()[0].hp;
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game.move.select(attackMove);
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await game.killPokemon(enemy2);
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await game.toNextTurn();
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await game.phaseInterceptor.to(TurnEndPhase);
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const afterHp1v1 = game.scene.getEnemyField()[0].hp;
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game.move.select(Moves.EARTHQUAKE);
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game.move.select(Moves.SPLASH, 1);
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await game.setTurnOrder([BattlerIndex.PLAYER, BattlerIndex.PLAYER_2, BattlerIndex.ENEMY]);
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if (shouldDecreased) {
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expect(initialHp - afterHp).toBeLessThan(0.75 * (initialHp1v1 - afterHp1v1) + 2);
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expect(initialHp - afterHp).toBeGreaterThan(0.75 * (initialHp1v1 - afterHp1v1) - 2);
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} else {
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expect(initialHp - afterHp).toBeLessThan(initialHp1v1 - afterHp1v1 + 2);
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expect(initialHp - afterHp).toBeGreaterThan(initialHp1v1 - afterHp1v1 - 2);
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}
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await game.phaseInterceptor.to("MoveEndPhase");
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}
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const damagePlayer2Turn2 = player2.getMaxHp() - player2.hp;
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const damageEnemy1Turn2 = enemy1.getMaxHp() - enemy1.hp;
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// To simulate the situation where all of the enemies or the player's Pokemons dies except for one.
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function killAllyAndEnemy(game: GameManager, killAlly: boolean, killSecondEnemy: boolean) {
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if (killAlly) {
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leaveOnePlayerPokemon(game);
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expect(game.scene.getPlayerField().filter(p => p.isActive()).length).toBe(1);
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}
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if (killSecondEnemy) {
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leaveOneEnemyPokemon(game);
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expect(game.scene.getEnemyField().filter(p => p.isActive()).length).toBe(1);
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}
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}
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enemy1.hp = enemy1.getMaxHp();
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function leaveOnePlayerPokemon(game: GameManager) {
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const playerPokemons = game.scene.getParty();
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for (let i = 1; i < playerPokemons.length; i++) {
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playerPokemons[i].hp = 0;
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}
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expect(playerPokemons.filter(pokemon => pokemon.hp > 0).length).toBe(1);
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}
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// Turn 1: 3 targets, turn 2: 2 targets
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// Both should have damage reduction
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expect(damageEnemy1Turn1).toBe(damageEnemy1Turn2);
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expect(damagePlayer2Turn1).toBe(damagePlayer2Turn2);
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function leaveOneEnemyPokemon(game: GameManager) {
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const enemyPokemons = game.scene.getEnemyParty();
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for (let i = 1; i < enemyPokemons.length; i++) {
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enemyPokemons[i].hp = 0;
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}
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}
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await game.killPokemon(player2);
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await game.toNextTurn();
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function beforeTrial(phaserGame: Phaser.Game, single: boolean = false) {
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const game = new GameManager(phaserGame);
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game.override
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.battleType("double")
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.moveset([Moves.EARTHQUAKE, Moves.HYPER_VOICE, Moves.SURF, Moves.SPLASH])
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.ability(Abilities.BALL_FETCH)
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.passiveAbility(Abilities.UNNERVE)
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.enemyMoveset(SPLASH_ONLY)
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.disableCrits()
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.startingLevel(50)
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.enemyLevel(40)
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.enemySpecies(Species.EEVEE);
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return game;
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}
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game.move.select(Moves.EARTHQUAKE);
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await game.setTurnOrder([BattlerIndex.PLAYER, BattlerIndex.ENEMY]);
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function afterTrial(game: GameManager) {
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game.phaseInterceptor.restoreOg();
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}
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await game.phaseInterceptor.to("MoveEndPhase");
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const damageEnemy1Turn3 = enemy1.getMaxHp() - enemy1.hp;
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// Turn 3: 1 target, should be no damage reduction
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expect(damageEnemy1Turn1).toBeLessThanOrEqual(Utils.toDmgValue(damageEnemy1Turn3 * 0.75) + 1);
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expect(damageEnemy1Turn1).toBeGreaterThanOrEqual(Utils.toDmgValue(damageEnemy1Turn3 * 0.75) - 1);
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}, TIMEOUT);
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});
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