More cleanup
This commit is contained in:
parent
b400cbf0c1
commit
559097d309
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@ -1,17 +1,16 @@
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import { BattlerIndex } from "#app/battle";
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import BattleScene from "#app/battle-scene";
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import { applyAbAttrs, BypassSpeedChanceAbAttr, PreventBypassSpeedChanceAbAttr, ChangeMovePriorityAbAttr } from "#app/data/ability";
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import { applyAbAttrs, BypassSpeedChanceAbAttr, ChangeMovePriorityAbAttr, PreventBypassSpeedChanceAbAttr } from "#app/data/ability";
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import { TrickRoomTag } from "#app/data/arena-tag";
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import { allMoves, applyMoveAttrs, IncrementMovePriorityAttr, MoveHeaderAttr } from "#app/data/move";
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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 { Moves } from "#app/enums/moves";
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import { Stat } from "#app/enums/stat";
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import Pokemon, { PokemonMove } from "#app/field/pokemon";
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import { BypassSpeedChanceModifier } from "#app/modifier/modifier";
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import { Command } from "#app/ui/command-ui-handler";
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import * as Utils from "#app/utils";
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import { BattlerIndex } from "#app/battle";
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import { BattlerTagType } from "#app/enums/battler-tag-type";
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import { Moves } from "#app/enums/moves";
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import { AttemptCapturePhase } from "./attempt-capture-phase";
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import { AttemptRunPhase } from "./attempt-run-phase";
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import { BerryPhase } from "./berry-phase";
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@ -22,8 +21,6 @@ import { PostTurnStatusEffectPhase } from "./post-turn-status-effect-phase";
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import { SwitchSummonPhase } from "./switch-summon-phase";
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import { TurnEndPhase } from "./turn-end-phase";
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import { WeatherEffectPhase } from "./weather-effect-phase";
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import { BattlerIndex } from "#app/battle";
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import { TrickRoomTag } from "#app/data/arena-tag";
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export class TurnStartPhase extends FieldPhase {
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constructor(scene: BattleScene) {
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@ -173,7 +170,7 @@ export class TurnStartPhase extends FieldPhase {
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if (!queuedMove) {
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continue;
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}
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const move = pokemon.getMoveset().find(m => m?.moveId === queuedMove.move) || new PokemonMove(queuedMove.move);
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const move = pokemon.getMoveset().find(m => m?.moveId === queuedMove.move) ?? new PokemonMove(queuedMove.move);
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if (move.getMove().hasAttr(MoveHeaderAttr)) {
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this.scene.unshiftPhase(new MoveHeaderPhase(this.scene, pokemon, move));
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}
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@ -1,19 +1,17 @@
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import { BattlerIndex } from "#app/battle";
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import { allMoves } from "#app/data/move";
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import { TerrainType } from "#app/data/terrain";
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import { Abilities } from "#app/enums/abilities";
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import { Moves } from "#app/enums/moves";
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import { Species } from "#app/enums/species";
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import { Stat } from "#app/enums/stat";
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import Pokemon, { MoveResult } from "#app/field/pokemon";
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import { EncounterPhase } from "#app/phases/encounter-phase";
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import { EnemyCommandPhase } from "#app/phases/enemy-command-phase";
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import { SwitchSummonPhase } from "#app/phases/switch-summon-phase";
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import { TurnStartPhase } from "#app/phases/turn-start-phase";
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import GameManager from "#test/utils/gameManager";
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import { afterEach, beforeAll, beforeEach, describe, expect, it, vi } from "vitest";
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import GameManager from "../utils/gameManager";
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import { Moves } from "#app/enums/moves.js";
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import { Species } from "#app/enums/species.js";
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import { SPLASH_ONLY } from "../utils/testUtils";
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import { allMoves } from "#app/data/move.js";
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import { getMovePosition } from "../utils/gameManagerUtils";
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import Pokemon, { MoveResult } from "#app/field/pokemon.js";
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import { BattleStat } from "#app/data/battle-stat.js";
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import { BattlerIndex } from "#app/battle.js";
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import { TerrainType } from "#app/data/terrain.js";
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import { Abilities } from "#app/enums/abilities.js";
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import { EnemyCommandPhase } from "#app/phases/enemy-command-phase.js";
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import { SwitchSummonPhase } from "#app/phases/switch-summon-phase.js";
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import { EncounterPhase } from "#app/phases/encounter-phase.js";
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import { TurnStartPhase } from "#app/phases/turn-start-phase.js";
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interface PokemonAssertionChainer {
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and(expectation: (p?: Pokemon) => PokemonAssertionChainer): PokemonAssertionChainer;
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@ -45,11 +43,14 @@ describe("Moves - Pursuit", { timeout: 10000 }, () => {
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return game.startBattle([playerLead, Species.RAICHU, Species.ABSOL]);
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}
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async function runCombatTurn(to: string = "TurnInitPhase") {
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// many of these tests can't run only to BerryPhase because of interactions with fainting
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// during switches. we need to run tests all the way through to the start of the next turn
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// to ensure that, for example, the game doesn't attempt to switch two pokemon into the same
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// slot (once in the originally queued summon phase, and the next as a result of FaintPhase)
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/**
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* Many of these tests can't run only to {@linkcode BerryPhase} because of interactions with fainting
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* during switches. We need to run tests all the way through to the start of the next turn
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* to ensure that, for example, the game doesn't attempt to switch two pokemon into the same
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* slot (once in the originally queued summon phase, and the next as a result of {@linkcode FaintPhase})
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* @param to Phase to run to (default {@linkcode TurnInitPhase})
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*/
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async function runCombatTurn(to: string = "TurnInitPhase"): Promise<void> {
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return await game.phaseInterceptor.to(to, false);
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}
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@ -60,22 +61,18 @@ describe("Moves - Pursuit", { timeout: 10000 }, () => {
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function playerDoesNothing() {
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game.override.moveset(Moves.SPLASH);
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game.doAttack(getMovePosition(game.scene, 0, Moves.SPLASH));
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game.move.select(Moves.SPLASH);
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if (game.scene.currentBattle.double) {
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game.doAttack(getMovePosition(game.scene, 1, Moves.SPLASH));
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game.move.select(Moves.SPLASH, 1);
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}
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}
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function playerUsesPursuit(pokemonIndex: 0 | 1 = 0, targetIndex: BattlerIndex = BattlerIndex.ENEMY) {
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game.doAttack(getMovePosition(game.scene, pokemonIndex, Moves.PURSUIT));
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game.doSelectTarget(targetIndex);
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game.move.select(Moves.PURSUIT, pokemonIndex, targetIndex);
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}
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function playerUsesSwitchMove(pokemonIndex: 0 | 1 = 0) {
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game.doAttack(getMovePosition(game.scene, pokemonIndex, Moves.U_TURN));
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if (game.scene.currentBattle.double) {
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game.doSelectTarget(BattlerIndex.ENEMY);
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}
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game.move.select(Moves.U_TURN, pokemonIndex);
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game.doSelectPartyPokemon(2);
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}
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@ -100,7 +97,7 @@ describe("Moves - Pursuit", { timeout: 10000 }, () => {
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const moveOrder = ([...otherPkmn, ...pokemon].map(pkmn => pkmn.getBattlerIndex()));
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game.phaseInterceptor.onNextPhase(TurnStartPhase, p => {
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vi.spyOn(p, "getOrder").mockReturnValue(
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vi.spyOn(p, "getCommandOrder").mockReturnValue(
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// TurnStartPhase crashes if a BI returned by getOrder() is fainted.
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// not an issue normally but some of the test setups can cause this
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moveOrder!.filter(i => game.scene.getField(false)[i]?.isActive(true))
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@ -114,7 +111,7 @@ describe("Moves - Pursuit", { timeout: 10000 }, () => {
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const moveOrder = ([...pokemon, ...otherPkmn].map(pkmn => pkmn.getBattlerIndex()));
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game.phaseInterceptor.onNextPhase(TurnStartPhase, p => {
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vi.spyOn(p, "getOrder").mockReturnValue(
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vi.spyOn(p, "getCommandOrder").mockReturnValue(
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// TurnStartPhase crashes if a BI returned by getOrder() is fainted.
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// not an issue normally but some of the test setups can cause this
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moveOrder!.filter(i => game.scene.getField(false)[i]?.isActive(true))
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@ -201,7 +198,7 @@ describe("Moves - Pursuit", { timeout: 10000 }, () => {
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.startingLevel(20)
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.startingWave(25)
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.moveset([Moves.PURSUIT, Moves.U_TURN, Moves.DRAGON_TAIL, Moves.FOLLOW_ME])
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.enemyMoveset(SPLASH_ONLY)
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.enemyMoveset(Moves.SPLASH)
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.disableCrits();
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vi.spyOn(pursuitMoveDef, "calculateBattlePower");
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@ -306,8 +303,8 @@ describe("Moves - Pursuit", { timeout: 10000 }, () => {
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it("should bypass accuracy checks when hitting a hard-switching target", async () => {
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// arrange
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await startBattle();
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game.scene.getPlayerPokemon()!.summonData.battleStats[BattleStat.ACC] = -6;
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game.scene.getEnemyPokemon()!.summonData.battleStats[BattleStat.EVA] = 6;
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game.scene.getPlayerPokemon()!.summonData.statStages[Stat.ACC] = -6;
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game.scene.getEnemyPokemon()!.summonData.statStages[Stat.EVA] = 6;
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// act
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playerUsesPursuit();
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@ -322,8 +319,8 @@ describe("Moves - Pursuit", { timeout: 10000 }, () => {
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// arrange
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await startBattle();
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forceMovesLast(game.scene.getPlayerPokemon());
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game.scene.getEnemyPokemon()!.summonData.battleStats[BattleStat.ACC] = -6;
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game.scene.getPlayerPokemon()!.summonData.battleStats[BattleStat.EVA] = 6;
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game.scene.getEnemyPokemon()!.summonData.statStages[Stat.ACC] = -6;
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game.scene.getPlayerPokemon()!.summonData.statStages[Stat.EVA] = 6;
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// act
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playerUsesPursuit();
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@ -376,8 +373,8 @@ describe("Moves - Pursuit", { timeout: 10000 }, () => {
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// arrange
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await startBattle();
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forceMovesLast(game.scene.getPlayerPokemon());
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game.scene.getEnemyPokemon()!.summonData.battleStats[BattleStat.ACC] = -6;
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game.scene.getPlayerPokemon()!.summonData.battleStats[BattleStat.EVA] = 6;
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game.scene.getEnemyPokemon()!.summonData.statStages[Stat.ACC] = -6;
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game.scene.getPlayerPokemon()!.summonData.statStages[Stat.EVA] = 6;
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// act
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playerUsesPursuit();
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@ -580,23 +577,21 @@ describe("Moves - Pursuit", { timeout: 10000 }, () => {
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describe("doubles interactions", () => {
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beforeEach(() => {
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game.override.battleType("double");
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game.override
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.battleType("double")
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.enemyMoveset([Moves.PURSUIT, Moves.U_TURN]);
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});
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it("should bypass follow me when hitting a switching target", async () => {
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// arrange
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await startBattle();
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forceMovesLast(game.scene.getEnemyPokemon());
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// act
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game.doAttack(getMovePosition(game.scene, 0, Moves.FOLLOW_ME));
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game.move.select(Moves.FOLLOW_ME);
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playerUsesSwitchMove(1);
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enemyUses(Moves.PURSUIT);
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game.move.forceAiTargets(game.scene.getEnemyPokemon(), BattlerIndex.PLAYER_2);
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game.forceEnemyMove(Moves.PURSUIT, BattlerIndex.PLAYER_2);
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await game.killPokemon(game.scene.getEnemyField()[1]);
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await runCombatTurn();
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// assert
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expectPursuitPowerDoubled();
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expectWasHit(findPartyMember(game.scene.getParty(), Species.RAICHU))
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.and(expectNotOnField);
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});
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it("should not bypass follow me when hitting a non-switching target", async () => {
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// arrange
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await startBattle();
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forceMovesLast(game.scene.getEnemyPokemon());
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// act
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game.override.moveset([Moves.FOLLOW_ME, Moves.SPLASH]);
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game.doAttack(getMovePosition(game.scene, 0, Moves.FOLLOW_ME));
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game.doAttack(getMovePosition(game.scene, 1, Moves.SPLASH));
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enemyUses(Moves.PURSUIT);
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game.move.forceAiTargets(game.scene.getEnemyPokemon(), BattlerIndex.PLAYER_2);
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game.move.select(Moves.FOLLOW_ME);
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game.move.select(Moves.SPLASH, 1);
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game.forceEnemyMove(Moves.PURSUIT, BattlerIndex.PLAYER_2);
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await game.killPokemon(game.scene.getEnemyField()[1]);
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await runCombatTurn();
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// assert
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expectPursuitPowerUnchanged();
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expectWasHit(findPartyMember(game.scene.getParty(), playerLead));
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expectWasNotHit(findPartyMember(game.scene.getParty(), Species.RAICHU));
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});
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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 () => {
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// arrange
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await startBattle();
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forceMovesLast(game.scene.getPlayerField());
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game.scene.getEnemyField()[0]!.hp = 1;
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// act
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playerUsesPursuit(0);
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playerUsesPursuit(1);
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enemySwitches();
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await runCombatTurn();
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// assert
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expect(game.scene.getEnemyParty().filter(p => p.isOnField())).toHaveLength(2);
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expect(game.scene.getEnemyParty().filter(p => p.isOnField() && p.isFainted())).toHaveLength(0);
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});
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// TODO: is this correct behavior?
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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 () => {
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// arrange
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await startBattle();
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forceMovesLast(game.scene.getPlayerField());
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game.scene.getEnemyField()[0]!.hp = 1;
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// act
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playerUsesPursuit(0);
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playerUsesPursuit(1);
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enemySwitches();
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await game.killPokemon(game.scene.getEnemyField()[1]);
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await runCombatTurn();
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// assert
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expectPursuitPowerDoubled();
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expectPursuitSucceeded(game.scene.getPlayerField()[0]);
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expectPursuitFailed(game.scene.getPlayerField()[1]);
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@ -662,7 +647,6 @@ describe("Moves - Pursuit", { timeout: 10000 }, () => {
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// TODO: is this correct behavior?
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it("should attack the second switching pokemon if both pokemon switch and the first is KOd", async () => {
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// arrange
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game.phaseInterceptor.onNextPhase(EncounterPhase, () => {
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game.scene.currentBattle.enemyLevels = [...game.scene.currentBattle.enemyLevels!, game.scene.currentBattle.enemyLevels![0]];
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});
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@ -670,7 +654,6 @@ describe("Moves - Pursuit", { timeout: 10000 }, () => {
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forceMovesLast(game.scene.getPlayerField());
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game.scene.getEnemyField()[0]!.hp = 1;
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// act
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playerUsesPursuit(0);
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playerUsesPursuit(1);
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enemySwitches();
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@ -680,7 +663,6 @@ describe("Moves - Pursuit", { timeout: 10000 }, () => {
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});
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await runCombatTurn();
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// assert
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expectPursuitPowerDoubled();
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expectPursuitSucceeded(game.scene.getPlayerField()[0]);
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expectPursuitSucceeded(game.scene.getPlayerField()[1]);
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@ -692,13 +674,10 @@ describe("Moves - Pursuit", { timeout: 10000 }, () => {
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// TODO: confirm correct behavior and add tests for other pursuit/switch combos in doubles
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it("should not hit a pokemon being forced out with dragon tail", async () => {
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// arrange
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await startBattle();
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forceMovesLast(game.scene.getPlayerField());
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// act
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game.doAttack(getMovePosition(game.scene, 0, Moves.DRAGON_TAIL));
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game.doSelectTarget(BattlerIndex.ENEMY);
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game.move.select(Moves.DRAGON_TAIL);
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playerUsesPursuit(1);
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enemyUses(Moves.SPLASH);
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await runCombatTurn();
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@ -805,18 +784,14 @@ describe("Moves - Pursuit", { timeout: 10000 }, () => {
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});
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it("should not hit a switching ally for double damage (hard-switch, enemy field)", async () => {
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// arrange
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await startBattle();
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forceMovesLast(game.scene.getEnemyField());
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// act
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playerDoesNothing();
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enemySwitches(true);
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enemyUses(Moves.PURSUIT);
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game.move.forceAiTargets(game.scene.getEnemyField()[1], BattlerIndex.ENEMY);
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game.forceEnemyMove(Moves.PURSUIT, BattlerIndex.ENEMY);
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await runCombatTurn();
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// assert
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expectPursuitPowerUnchanged();
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expectWasNotHit(findPartyMember(game.scene.getEnemyParty(), enemyLead)).and(expectNotOnField);
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expectWasHit(game.scene.getEnemyField()[0]);
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@ -846,11 +821,8 @@ describe("Moves - Pursuit", { timeout: 10000 }, () => {
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// act
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playerDoesNothing();
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enemyUses(Moves.U_TURN);
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await game.phaseInterceptor.to(EnemyCommandPhase);
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enemyUses(Moves.PURSUIT);
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game.move.forceAiTargets(game.scene.getEnemyField()[1], BattlerIndex.ENEMY);
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game.forceEnemyMove(Moves.U_TURN);
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game.forceEnemyMove(Moves.PURSUIT, BattlerIndex.ENEMY);
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await runCombatTurn();
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// assert
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@ -461,11 +461,11 @@ export default class GameManager {
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* await game.setTurnOrder([BattlerIndex.PLAYER, BattlerIndex.ENEMY, BattlerIndex.ENEMY_2, BattlerIndex.PLAYER_2]);
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* ```
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*/
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async setTurnOrder(order: BattlerIndex[]): Promise<void> {
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async setTurnOrder(order: BattlerIndex[], modifyPriority: boolean = false): Promise<void> {
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await this.phaseInterceptor.to(TurnStartPhase, false);
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console.log("Base turn order (before priority) set to:", order);
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console.log(`${modifyPriority ? "Turn" : "Speed"} order modified to: `, order);
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vi.spyOn(this.scene.getCurrentPhase() as TurnStartPhase, "getSpeedOrder").mockReturnValue(order);
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vi.spyOn(this.scene.getCurrentPhase() as TurnStartPhase, (modifyPriority ? "getCommandOrder" : "getSpeedOrder")).mockReturnValue(order);
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}
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/**
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@ -336,6 +336,16 @@ export class OverridesHelper extends GameManagerHelper {
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return this;
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}
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/**
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* Forces the AI to always switch out, or reset to allow normal switching decisions
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* @returns this
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*/
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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.
|
||||
* @param percentage the encounter chance in %
|
||||
|
|
Loading…
Reference in New Issue