More cleanup

This commit is contained in:
NightKev 2024-09-17 05:11:01 -07:00
parent b400cbf0c1
commit 559097d309
4 changed files with 65 additions and 86 deletions

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@ -1,17 +1,16 @@
import { BattlerIndex } from "#app/battle";
import BattleScene from "#app/battle-scene"; import BattleScene from "#app/battle-scene";
import { applyAbAttrs, BypassSpeedChanceAbAttr, PreventBypassSpeedChanceAbAttr, ChangeMovePriorityAbAttr } from "#app/data/ability"; import { applyAbAttrs, BypassSpeedChanceAbAttr, ChangeMovePriorityAbAttr, PreventBypassSpeedChanceAbAttr } from "#app/data/ability";
import { TrickRoomTag } from "#app/data/arena-tag";
import { allMoves, applyMoveAttrs, IncrementMovePriorityAttr, MoveHeaderAttr } from "#app/data/move"; import { allMoves, applyMoveAttrs, IncrementMovePriorityAttr, MoveHeaderAttr } from "#app/data/move";
import { Abilities } from "#app/enums/abilities"; import { Abilities } from "#app/enums/abilities";
import { BattlerTagType } from "#app/enums/battler-tag-type";
import { Moves } from "#app/enums/moves";
import { Stat } from "#app/enums/stat"; import { Stat } from "#app/enums/stat";
import Pokemon, { PokemonMove } from "#app/field/pokemon"; import Pokemon, { PokemonMove } from "#app/field/pokemon";
import { BypassSpeedChanceModifier } from "#app/modifier/modifier"; import { BypassSpeedChanceModifier } from "#app/modifier/modifier";
import { Command } from "#app/ui/command-ui-handler"; import { Command } from "#app/ui/command-ui-handler";
import * as Utils from "#app/utils"; import * as Utils from "#app/utils";
import { BattlerIndex } from "#app/battle";
import { BattlerTagType } from "#app/enums/battler-tag-type";
import { Moves } from "#app/enums/moves";
import { AttemptCapturePhase } from "./attempt-capture-phase"; import { AttemptCapturePhase } from "./attempt-capture-phase";
import { AttemptRunPhase } from "./attempt-run-phase"; import { AttemptRunPhase } from "./attempt-run-phase";
import { BerryPhase } from "./berry-phase"; import { BerryPhase } from "./berry-phase";
@ -22,8 +21,6 @@ import { PostTurnStatusEffectPhase } from "./post-turn-status-effect-phase";
import { SwitchSummonPhase } from "./switch-summon-phase"; import { SwitchSummonPhase } from "./switch-summon-phase";
import { TurnEndPhase } from "./turn-end-phase"; import { TurnEndPhase } from "./turn-end-phase";
import { WeatherEffectPhase } from "./weather-effect-phase"; import { WeatherEffectPhase } from "./weather-effect-phase";
import { BattlerIndex } from "#app/battle";
import { TrickRoomTag } from "#app/data/arena-tag";
export class TurnStartPhase extends FieldPhase { export class TurnStartPhase extends FieldPhase {
constructor(scene: BattleScene) { constructor(scene: BattleScene) {
@ -173,7 +170,7 @@ export class TurnStartPhase extends FieldPhase {
if (!queuedMove) { if (!queuedMove) {
continue; continue;
} }
const move = pokemon.getMoveset().find(m => m?.moveId === queuedMove.move) || new PokemonMove(queuedMove.move); const move = pokemon.getMoveset().find(m => m?.moveId === queuedMove.move) ?? new PokemonMove(queuedMove.move);
if (move.getMove().hasAttr(MoveHeaderAttr)) { if (move.getMove().hasAttr(MoveHeaderAttr)) {
this.scene.unshiftPhase(new MoveHeaderPhase(this.scene, pokemon, move)); this.scene.unshiftPhase(new MoveHeaderPhase(this.scene, pokemon, move));
} }

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@ -1,19 +1,17 @@
import { BattlerIndex } from "#app/battle";
import { allMoves } from "#app/data/move";
import { TerrainType } from "#app/data/terrain";
import { Abilities } from "#app/enums/abilities";
import { Moves } from "#app/enums/moves";
import { Species } from "#app/enums/species";
import { Stat } from "#app/enums/stat";
import Pokemon, { MoveResult } from "#app/field/pokemon";
import { EncounterPhase } from "#app/phases/encounter-phase";
import { EnemyCommandPhase } from "#app/phases/enemy-command-phase";
import { SwitchSummonPhase } from "#app/phases/switch-summon-phase";
import { TurnStartPhase } from "#app/phases/turn-start-phase";
import GameManager from "#test/utils/gameManager";
import { afterEach, beforeAll, beforeEach, describe, expect, it, vi } from "vitest"; import { afterEach, beforeAll, beforeEach, describe, expect, it, vi } from "vitest";
import GameManager from "../utils/gameManager";
import { Moves } from "#app/enums/moves.js";
import { Species } from "#app/enums/species.js";
import { SPLASH_ONLY } from "../utils/testUtils";
import { allMoves } from "#app/data/move.js";
import { getMovePosition } from "../utils/gameManagerUtils";
import Pokemon, { MoveResult } from "#app/field/pokemon.js";
import { BattleStat } from "#app/data/battle-stat.js";
import { BattlerIndex } from "#app/battle.js";
import { TerrainType } from "#app/data/terrain.js";
import { Abilities } from "#app/enums/abilities.js";
import { EnemyCommandPhase } from "#app/phases/enemy-command-phase.js";
import { SwitchSummonPhase } from "#app/phases/switch-summon-phase.js";
import { EncounterPhase } from "#app/phases/encounter-phase.js";
import { TurnStartPhase } from "#app/phases/turn-start-phase.js";
interface PokemonAssertionChainer { interface PokemonAssertionChainer {
and(expectation: (p?: Pokemon) => PokemonAssertionChainer): PokemonAssertionChainer; and(expectation: (p?: Pokemon) => PokemonAssertionChainer): PokemonAssertionChainer;
@ -45,11 +43,14 @@ describe("Moves - Pursuit", { timeout: 10000 }, () => {
return game.startBattle([playerLead, Species.RAICHU, Species.ABSOL]); return game.startBattle([playerLead, Species.RAICHU, Species.ABSOL]);
} }
async function runCombatTurn(to: string = "TurnInitPhase") { /**
// many of these tests can't run only to BerryPhase because of interactions with fainting * Many of these tests can't run only to {@linkcode BerryPhase} because of interactions with fainting
// during switches. we need to run tests all the way through to the start of the next turn * during switches. We need to run tests all the way through to the start of the next turn
// to ensure that, for example, the game doesn't attempt to switch two pokemon into the same * to ensure that, for example, the game doesn't attempt to switch two pokemon into the same
// slot (once in the originally queued summon phase, and the next as a result of FaintPhase) * slot (once in the originally queued summon phase, and the next as a result of {@linkcode FaintPhase})
* @param to Phase to run to (default {@linkcode TurnInitPhase})
*/
async function runCombatTurn(to: string = "TurnInitPhase"): Promise<void> {
return await game.phaseInterceptor.to(to, false); return await game.phaseInterceptor.to(to, false);
} }
@ -60,22 +61,18 @@ describe("Moves - Pursuit", { timeout: 10000 }, () => {
function playerDoesNothing() { function playerDoesNothing() {
game.override.moveset(Moves.SPLASH); game.override.moveset(Moves.SPLASH);
game.doAttack(getMovePosition(game.scene, 0, Moves.SPLASH)); game.move.select(Moves.SPLASH);
if (game.scene.currentBattle.double) { if (game.scene.currentBattle.double) {
game.doAttack(getMovePosition(game.scene, 1, Moves.SPLASH)); game.move.select(Moves.SPLASH, 1);
} }
} }
function playerUsesPursuit(pokemonIndex: 0 | 1 = 0, targetIndex: BattlerIndex = BattlerIndex.ENEMY) { function playerUsesPursuit(pokemonIndex: 0 | 1 = 0, targetIndex: BattlerIndex = BattlerIndex.ENEMY) {
game.doAttack(getMovePosition(game.scene, pokemonIndex, Moves.PURSUIT)); game.move.select(Moves.PURSUIT, pokemonIndex, targetIndex);
game.doSelectTarget(targetIndex);
} }
function playerUsesSwitchMove(pokemonIndex: 0 | 1 = 0) { function playerUsesSwitchMove(pokemonIndex: 0 | 1 = 0) {
game.doAttack(getMovePosition(game.scene, pokemonIndex, Moves.U_TURN)); game.move.select(Moves.U_TURN, pokemonIndex);
if (game.scene.currentBattle.double) {
game.doSelectTarget(BattlerIndex.ENEMY);
}
game.doSelectPartyPokemon(2); game.doSelectPartyPokemon(2);
} }
@ -100,7 +97,7 @@ describe("Moves - Pursuit", { timeout: 10000 }, () => {
const moveOrder = ([...otherPkmn, ...pokemon].map(pkmn => pkmn.getBattlerIndex())); const moveOrder = ([...otherPkmn, ...pokemon].map(pkmn => pkmn.getBattlerIndex()));
game.phaseInterceptor.onNextPhase(TurnStartPhase, p => { game.phaseInterceptor.onNextPhase(TurnStartPhase, p => {
vi.spyOn(p, "getOrder").mockReturnValue( vi.spyOn(p, "getCommandOrder").mockReturnValue(
// TurnStartPhase crashes if a BI returned by getOrder() is fainted. // TurnStartPhase crashes if a BI returned by getOrder() is fainted.
// not an issue normally but some of the test setups can cause this // not an issue normally but some of the test setups can cause this
moveOrder!.filter(i => game.scene.getField(false)[i]?.isActive(true)) moveOrder!.filter(i => game.scene.getField(false)[i]?.isActive(true))
@ -114,7 +111,7 @@ describe("Moves - Pursuit", { timeout: 10000 }, () => {
const moveOrder = ([...pokemon, ...otherPkmn].map(pkmn => pkmn.getBattlerIndex())); const moveOrder = ([...pokemon, ...otherPkmn].map(pkmn => pkmn.getBattlerIndex()));
game.phaseInterceptor.onNextPhase(TurnStartPhase, p => { game.phaseInterceptor.onNextPhase(TurnStartPhase, p => {
vi.spyOn(p, "getOrder").mockReturnValue( vi.spyOn(p, "getCommandOrder").mockReturnValue(
// TurnStartPhase crashes if a BI returned by getOrder() is fainted. // TurnStartPhase crashes if a BI returned by getOrder() is fainted.
// not an issue normally but some of the test setups can cause this // not an issue normally but some of the test setups can cause this
moveOrder!.filter(i => game.scene.getField(false)[i]?.isActive(true)) moveOrder!.filter(i => game.scene.getField(false)[i]?.isActive(true))
@ -201,7 +198,7 @@ describe("Moves - Pursuit", { timeout: 10000 }, () => {
.startingLevel(20) .startingLevel(20)
.startingWave(25) .startingWave(25)
.moveset([Moves.PURSUIT, Moves.U_TURN, Moves.DRAGON_TAIL, Moves.FOLLOW_ME]) .moveset([Moves.PURSUIT, Moves.U_TURN, Moves.DRAGON_TAIL, Moves.FOLLOW_ME])
.enemyMoveset(SPLASH_ONLY) .enemyMoveset(Moves.SPLASH)
.disableCrits(); .disableCrits();
vi.spyOn(pursuitMoveDef, "calculateBattlePower"); vi.spyOn(pursuitMoveDef, "calculateBattlePower");
@ -306,8 +303,8 @@ describe("Moves - Pursuit", { timeout: 10000 }, () => {
it("should bypass accuracy checks when hitting a hard-switching target", async () => { it("should bypass accuracy checks when hitting a hard-switching target", async () => {
// arrange // arrange
await startBattle(); await startBattle();
game.scene.getPlayerPokemon()!.summonData.battleStats[BattleStat.ACC] = -6; game.scene.getPlayerPokemon()!.summonData.statStages[Stat.ACC] = -6;
game.scene.getEnemyPokemon()!.summonData.battleStats[BattleStat.EVA] = 6; game.scene.getEnemyPokemon()!.summonData.statStages[Stat.EVA] = 6;
// act // act
playerUsesPursuit(); playerUsesPursuit();
@ -322,8 +319,8 @@ describe("Moves - Pursuit", { timeout: 10000 }, () => {
// arrange // arrange
await startBattle(); await startBattle();
forceMovesLast(game.scene.getPlayerPokemon()); forceMovesLast(game.scene.getPlayerPokemon());
game.scene.getEnemyPokemon()!.summonData.battleStats[BattleStat.ACC] = -6; game.scene.getEnemyPokemon()!.summonData.statStages[Stat.ACC] = -6;
game.scene.getPlayerPokemon()!.summonData.battleStats[BattleStat.EVA] = 6; game.scene.getPlayerPokemon()!.summonData.statStages[Stat.EVA] = 6;
// act // act
playerUsesPursuit(); playerUsesPursuit();
@ -376,8 +373,8 @@ describe("Moves - Pursuit", { timeout: 10000 }, () => {
// arrange // arrange
await startBattle(); await startBattle();
forceMovesLast(game.scene.getPlayerPokemon()); forceMovesLast(game.scene.getPlayerPokemon());
game.scene.getEnemyPokemon()!.summonData.battleStats[BattleStat.ACC] = -6; game.scene.getEnemyPokemon()!.summonData.statStages[Stat.ACC] = -6;
game.scene.getPlayerPokemon()!.summonData.battleStats[BattleStat.EVA] = 6; game.scene.getPlayerPokemon()!.summonData.statStages[Stat.EVA] = 6;
// act // act
playerUsesPursuit(); playerUsesPursuit();
@ -580,23 +577,21 @@ describe("Moves - Pursuit", { timeout: 10000 }, () => {
describe("doubles interactions", () => { describe("doubles interactions", () => {
beforeEach(() => { beforeEach(() => {
game.override.battleType("double"); game.override
.battleType("double")
.enemyMoveset([Moves.PURSUIT, Moves.U_TURN]);
}); });
it("should bypass follow me when hitting a switching target", async () => { it("should bypass follow me when hitting a switching target", async () => {
// arrange
await startBattle(); await startBattle();
forceMovesLast(game.scene.getEnemyPokemon()); forceMovesLast(game.scene.getEnemyPokemon());
// act game.move.select(Moves.FOLLOW_ME);
game.doAttack(getMovePosition(game.scene, 0, Moves.FOLLOW_ME));
playerUsesSwitchMove(1); playerUsesSwitchMove(1);
enemyUses(Moves.PURSUIT); game.forceEnemyMove(Moves.PURSUIT, BattlerIndex.PLAYER_2);
game.move.forceAiTargets(game.scene.getEnemyPokemon(), BattlerIndex.PLAYER_2);
await game.killPokemon(game.scene.getEnemyField()[1]); await game.killPokemon(game.scene.getEnemyField()[1]);
await runCombatTurn(); await runCombatTurn();
// assert
expectPursuitPowerDoubled(); expectPursuitPowerDoubled();
expectWasHit(findPartyMember(game.scene.getParty(), Species.RAICHU)) expectWasHit(findPartyMember(game.scene.getParty(), Species.RAICHU))
.and(expectNotOnField); .and(expectNotOnField);
@ -604,57 +599,47 @@ describe("Moves - Pursuit", { timeout: 10000 }, () => {
}); });
it("should not bypass follow me when hitting a non-switching target", async () => { it("should not bypass follow me when hitting a non-switching target", async () => {
// arrange
await startBattle(); await startBattle();
forceMovesLast(game.scene.getEnemyPokemon()); forceMovesLast(game.scene.getEnemyPokemon());
// act
game.override.moveset([Moves.FOLLOW_ME, Moves.SPLASH]); game.override.moveset([Moves.FOLLOW_ME, Moves.SPLASH]);
game.doAttack(getMovePosition(game.scene, 0, Moves.FOLLOW_ME)); game.move.select(Moves.FOLLOW_ME);
game.doAttack(getMovePosition(game.scene, 1, Moves.SPLASH)); game.move.select(Moves.SPLASH, 1);
enemyUses(Moves.PURSUIT); game.forceEnemyMove(Moves.PURSUIT, BattlerIndex.PLAYER_2);
game.move.forceAiTargets(game.scene.getEnemyPokemon(), BattlerIndex.PLAYER_2);
await game.killPokemon(game.scene.getEnemyField()[1]); await game.killPokemon(game.scene.getEnemyField()[1]);
await runCombatTurn(); await runCombatTurn();
// assert
expectPursuitPowerUnchanged(); expectPursuitPowerUnchanged();
expectWasHit(findPartyMember(game.scene.getParty(), playerLead)); expectWasHit(findPartyMember(game.scene.getParty(), playerLead));
expectWasNotHit(findPartyMember(game.scene.getParty(), Species.RAICHU)); expectWasNotHit(findPartyMember(game.scene.getParty(), Species.RAICHU));
}); });
it("should not cause the enemy AI to send out a fainted pokemon if they command 2 switches and one of the outgoing pokemon faints to pursuit", async () => { it("should not cause the enemy AI to send out a fainted pokemon if they command 2 switches and one of the outgoing pokemon faints to pursuit", async () => {
// arrange
await startBattle(); await startBattle();
forceMovesLast(game.scene.getPlayerField()); forceMovesLast(game.scene.getPlayerField());
game.scene.getEnemyField()[0]!.hp = 1; game.scene.getEnemyField()[0]!.hp = 1;
// act
playerUsesPursuit(0); playerUsesPursuit(0);
playerUsesPursuit(1); playerUsesPursuit(1);
enemySwitches(); enemySwitches();
await runCombatTurn(); await runCombatTurn();
// assert
expect(game.scene.getEnemyParty().filter(p => p.isOnField())).toHaveLength(2); expect(game.scene.getEnemyParty().filter(p => p.isOnField())).toHaveLength(2);
expect(game.scene.getEnemyParty().filter(p => p.isOnField() && p.isFainted())).toHaveLength(0); expect(game.scene.getEnemyParty().filter(p => p.isOnField() && p.isFainted())).toHaveLength(0);
}); });
// TODO: is this correct behavior? // TODO: is this correct behavior?
it("should fail if both pokemon use pursuit on a target that is switching out and it faints after the first one with no other targets on field", async () => { it("should fail if both pokemon use pursuit on a target that is switching out and it faints after the first one with no other targets on field", async () => {
// arrange
await startBattle(); await startBattle();
forceMovesLast(game.scene.getPlayerField()); forceMovesLast(game.scene.getPlayerField());
game.scene.getEnemyField()[0]!.hp = 1; game.scene.getEnemyField()[0]!.hp = 1;
// act
playerUsesPursuit(0); playerUsesPursuit(0);
playerUsesPursuit(1); playerUsesPursuit(1);
enemySwitches(); enemySwitches();
await game.killPokemon(game.scene.getEnemyField()[1]); await game.killPokemon(game.scene.getEnemyField()[1]);
await runCombatTurn(); await runCombatTurn();
// assert
expectPursuitPowerDoubled(); expectPursuitPowerDoubled();
expectPursuitSucceeded(game.scene.getPlayerField()[0]); expectPursuitSucceeded(game.scene.getPlayerField()[0]);
expectPursuitFailed(game.scene.getPlayerField()[1]); expectPursuitFailed(game.scene.getPlayerField()[1]);
@ -662,7 +647,6 @@ describe("Moves - Pursuit", { timeout: 10000 }, () => {
// TODO: is this correct behavior? // TODO: is this correct behavior?
it("should attack the second switching pokemon if both pokemon switch and the first is KOd", async () => { it("should attack the second switching pokemon if both pokemon switch and the first is KOd", async () => {
// arrange
game.phaseInterceptor.onNextPhase(EncounterPhase, () => { game.phaseInterceptor.onNextPhase(EncounterPhase, () => {
game.scene.currentBattle.enemyLevels = [...game.scene.currentBattle.enemyLevels!, game.scene.currentBattle.enemyLevels![0]]; game.scene.currentBattle.enemyLevels = [...game.scene.currentBattle.enemyLevels!, game.scene.currentBattle.enemyLevels![0]];
}); });
@ -670,7 +654,6 @@ describe("Moves - Pursuit", { timeout: 10000 }, () => {
forceMovesLast(game.scene.getPlayerField()); forceMovesLast(game.scene.getPlayerField());
game.scene.getEnemyField()[0]!.hp = 1; game.scene.getEnemyField()[0]!.hp = 1;
// act
playerUsesPursuit(0); playerUsesPursuit(0);
playerUsesPursuit(1); playerUsesPursuit(1);
enemySwitches(); enemySwitches();
@ -680,7 +663,6 @@ describe("Moves - Pursuit", { timeout: 10000 }, () => {
}); });
await runCombatTurn(); await runCombatTurn();
// assert
expectPursuitPowerDoubled(); expectPursuitPowerDoubled();
expectPursuitSucceeded(game.scene.getPlayerField()[0]); expectPursuitSucceeded(game.scene.getPlayerField()[0]);
expectPursuitSucceeded(game.scene.getPlayerField()[1]); expectPursuitSucceeded(game.scene.getPlayerField()[1]);
@ -692,13 +674,10 @@ describe("Moves - Pursuit", { timeout: 10000 }, () => {
// TODO: confirm correct behavior and add tests for other pursuit/switch combos in doubles // TODO: confirm correct behavior and add tests for other pursuit/switch combos in doubles
it("should not hit a pokemon being forced out with dragon tail", async () => { it("should not hit a pokemon being forced out with dragon tail", async () => {
// arrange
await startBattle(); await startBattle();
forceMovesLast(game.scene.getPlayerField()); forceMovesLast(game.scene.getPlayerField());
// act game.move.select(Moves.DRAGON_TAIL);
game.doAttack(getMovePosition(game.scene, 0, Moves.DRAGON_TAIL));
game.doSelectTarget(BattlerIndex.ENEMY);
playerUsesPursuit(1); playerUsesPursuit(1);
enemyUses(Moves.SPLASH); enemyUses(Moves.SPLASH);
await runCombatTurn(); await runCombatTurn();
@ -805,18 +784,14 @@ describe("Moves - Pursuit", { timeout: 10000 }, () => {
}); });
it("should not hit a switching ally for double damage (hard-switch, enemy field)", async () => { it("should not hit a switching ally for double damage (hard-switch, enemy field)", async () => {
// arrange
await startBattle(); await startBattle();
forceMovesLast(game.scene.getEnemyField()); forceMovesLast(game.scene.getEnemyField());
// act
playerDoesNothing(); playerDoesNothing();
enemySwitches(true); enemySwitches(true);
enemyUses(Moves.PURSUIT); game.forceEnemyMove(Moves.PURSUIT, BattlerIndex.ENEMY);
game.move.forceAiTargets(game.scene.getEnemyField()[1], BattlerIndex.ENEMY);
await runCombatTurn(); await runCombatTurn();
// assert
expectPursuitPowerUnchanged(); expectPursuitPowerUnchanged();
expectWasNotHit(findPartyMember(game.scene.getEnemyParty(), enemyLead)).and(expectNotOnField); expectWasNotHit(findPartyMember(game.scene.getEnemyParty(), enemyLead)).and(expectNotOnField);
expectWasHit(game.scene.getEnemyField()[0]); expectWasHit(game.scene.getEnemyField()[0]);
@ -846,11 +821,8 @@ describe("Moves - Pursuit", { timeout: 10000 }, () => {
// act // act
playerDoesNothing(); playerDoesNothing();
enemyUses(Moves.U_TURN); game.forceEnemyMove(Moves.U_TURN);
await game.phaseInterceptor.to(EnemyCommandPhase); game.forceEnemyMove(Moves.PURSUIT, BattlerIndex.ENEMY);
enemyUses(Moves.PURSUIT);
game.move.forceAiTargets(game.scene.getEnemyField()[1], BattlerIndex.ENEMY);
await runCombatTurn(); await runCombatTurn();
// assert // assert

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@ -461,11 +461,11 @@ export default class GameManager {
* await game.setTurnOrder([BattlerIndex.PLAYER, BattlerIndex.ENEMY, BattlerIndex.ENEMY_2, BattlerIndex.PLAYER_2]); * await game.setTurnOrder([BattlerIndex.PLAYER, BattlerIndex.ENEMY, BattlerIndex.ENEMY_2, BattlerIndex.PLAYER_2]);
* ``` * ```
*/ */
async setTurnOrder(order: BattlerIndex[]): Promise<void> { async setTurnOrder(order: BattlerIndex[], modifyPriority: boolean = false): Promise<void> {
await this.phaseInterceptor.to(TurnStartPhase, false); await this.phaseInterceptor.to(TurnStartPhase, false);
console.log("Base turn order (before priority) set to:", order); console.log(`${modifyPriority ? "Turn" : "Speed"} order modified to: `, order);
vi.spyOn(this.scene.getCurrentPhase() as TurnStartPhase, "getSpeedOrder").mockReturnValue(order); vi.spyOn(this.scene.getCurrentPhase() as TurnStartPhase, (modifyPriority ? "getCommandOrder" : "getSpeedOrder")).mockReturnValue(order);
} }
/** /**

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@ -336,6 +336,16 @@ export class OverridesHelper extends GameManagerHelper {
return this; return this;
} }
/**
* Forces the AI to always switch out, or reset to allow normal switching decisions
* @returns this
*/
forceTrainerSwitches(newValue: boolean = true) {
vi.spyOn(Overrides, "TRAINER_ALWAYS_SWITCHES_OVERRIDE", "get").mockReturnValue(newValue);
this.log("Trainers will always switch out set to:", newValue);
return this;
}
/** /**
* Override the encounter chance for a mystery encounter. * Override the encounter chance for a mystery encounter.
* @param percentage the encounter chance in % * @param percentage the encounter chance in %