Multi-target damage reduction is now properly calculated (#3734)

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NightKev 2024-08-25 17:40:43 -07:00 committed by GitHub
parent 387d3ac999
commit 443e4bd24c
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2 changed files with 82 additions and 130 deletions

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@ -2075,8 +2075,9 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
stabMultiplier.value = Math.min(stabMultiplier.value + 0.5, 2.25);
}
const targetCount = getMoveTargets(source, move.id).targets.length;
const targetMultiplier = targetCount > 1 ? 0.75 : 1; // 25% damage debuff on multi-target hits (even if it's immune)
// 25% damage debuff on moves hitting more than one non-fainted target (regardless of immunities)
const { targets, multiple } = getMoveTargets(source, move.id);
const targetMultiplier = (multiple && targets.length > 1) ? 0.75 : 1;
applyMoveAttrs(VariableAtkAttr, source, this, move, sourceAtk);
applyMoveAttrs(VariableDefAttr, source, this, move, targetDef);

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