[Bug] Fix off-by-one errors in some random number calls (#3665)
* Fix off-by-one error in some random number calls * Fix mock RNG function used by tests Also remove unnecessary extra RNG mock from Glaive Rush test * Just some github UI manipulation don't mind me * Update Glaive Rush test * Remove unnecessary `Math.floor()` * Remove resolved comment * Add tsdocs to various functions * Remove `src/rng.md` file * Update tsdoc
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@ -855,7 +855,7 @@ export default class BattleScene extends SceneBase {
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overrideModifiers(this, false);
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overrideModifiers(this, false);
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overrideHeldItems(this, pokemon, false);
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overrideHeldItems(this, pokemon, false);
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if (boss && !dataSource) {
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if (boss && !dataSource) {
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const secondaryIvs = Utils.getIvsFromId(Utils.randSeedInt(4294967295));
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const secondaryIvs = Utils.getIvsFromId(Utils.randSeedInt(4294967296));
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for (let s = 0; s < pokemon.ivs.length; s++) {
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for (let s = 0; s < pokemon.ivs.length; s++) {
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pokemon.ivs[s] = Math.round(Phaser.Math.Linear(Math.min(pokemon.ivs[s], secondaryIvs[s]), Math.max(pokemon.ivs[s], secondaryIvs[s]), 0.75));
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pokemon.ivs[s] = Math.round(Phaser.Math.Linear(Math.min(pokemon.ivs[s], secondaryIvs[s]), Math.max(pokemon.ivs[s], secondaryIvs[s]), 0.75));
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@ -961,6 +961,16 @@ export default class BattleScene extends SceneBase {
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this.offsetGym = this.gameMode.isClassic && this.getGeneratedOffsetGym();
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this.offsetGym = this.gameMode.isClassic && this.getGeneratedOffsetGym();
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}
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}
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/**
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* Generates a random number using the current battle's seed
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*
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* This calls {@linkcode Battle.randSeedInt}(`scene`, {@linkcode range}, {@linkcode min}) in `src/battle.ts`
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* which calls {@linkcode Utils.randSeedInt randSeedInt}({@linkcode range}, {@linkcode min}) in `src/utils.ts`
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*
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* @param range How large of a range of random numbers to choose from. If {@linkcode range} <= 1, returns {@linkcode min}
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* @param min The minimum integer to pick, default `0`
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* @returns A random integer between {@linkcode min} and ({@linkcode min} + {@linkcode range} - 1)
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*/
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randBattleSeedInt(range: integer, min: integer = 0): integer {
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randBattleSeedInt(range: integer, min: integer = 0): integer {
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return this.currentBattle?.randSeedInt(this, range, min);
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return this.currentBattle?.randSeedInt(this, range, min);
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}
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}
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@ -1112,7 +1122,8 @@ export default class BattleScene extends SceneBase {
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doubleTrainer = false;
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doubleTrainer = false;
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}
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}
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}
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}
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newTrainer = trainerData !== undefined ? trainerData.toTrainer(this) : new Trainer(this, trainerType, doubleTrainer ? TrainerVariant.DOUBLE : Utils.randSeedInt(2) ? TrainerVariant.FEMALE : TrainerVariant.DEFAULT);
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const variant = doubleTrainer ? TrainerVariant.DOUBLE : (Utils.randSeedInt(2) ? TrainerVariant.FEMALE : TrainerVariant.DEFAULT);
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newTrainer = trainerData !== undefined ? trainerData.toTrainer(this) : new Trainer(this, trainerType, variant);
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this.field.add(newTrainer);
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this.field.add(newTrainer);
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}
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}
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}
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}
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@ -2620,7 +2631,7 @@ export default class BattleScene extends SceneBase {
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if (mods.length < 1) {
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if (mods.length < 1) {
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return mods;
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return mods;
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}
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}
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const rand = Math.floor(Utils.randSeedInt(mods.length));
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const rand = Utils.randSeedInt(mods.length);
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return [mods[rand], ...shuffleModifiers(mods.filter((_, i) => i !== rand))];
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return [mods[rand], ...shuffleModifiers(mods.filter((_, i) => i !== rand))];
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};
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};
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modifiers = shuffleModifiers(modifiers);
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modifiers = shuffleModifiers(modifiers);
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@ -354,6 +354,12 @@ export default class Battle {
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return null;
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return null;
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}
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}
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/**
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* Generates a random number using the current battle's seed. Calls {@linkcode Utils.randSeedInt}
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* @param range How large of a range of random numbers to choose from. If {@linkcode range} <= 1, returns {@linkcode min}
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* @param min The minimum integer to pick, default `0`
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* @returns A random integer between {@linkcode min} and ({@linkcode min} + {@linkcode range} - 1)
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*/
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randSeedInt(scene: BattleScene, range: number, min: number = 0): number {
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randSeedInt(scene: BattleScene, range: number, min: number = 0): number {
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if (range <= 1) {
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if (range <= 1) {
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return min;
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return min;
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@ -2642,7 +2642,7 @@ export class ConfusionOnStatusEffectAbAttr extends PostAttackAbAttr {
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if (simulated) {
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if (simulated) {
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return defender.canAddTag(BattlerTagType.CONFUSED);
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return defender.canAddTag(BattlerTagType.CONFUSED);
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} else {
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} else {
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return defender.addTag(BattlerTagType.CONFUSED, pokemon.randSeedInt(3, 2), move.id, defender.id);
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return defender.addTag(BattlerTagType.CONFUSED, pokemon.randSeedIntRange(2, 5), move.id, defender.id);
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}
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}
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}
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}
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return false;
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return false;
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@ -486,7 +486,7 @@ export class ConfusedTag extends BattlerTag {
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if (pokemon.randSeedInt(3) === 0) {
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if (pokemon.randSeedInt(3) === 0) {
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const atk = pokemon.getEffectiveStat(Stat.ATK);
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const atk = pokemon.getEffectiveStat(Stat.ATK);
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const def = pokemon.getEffectiveStat(Stat.DEF);
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const def = pokemon.getEffectiveStat(Stat.DEF);
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const damage = Utils.toDmgValue(((((2 * pokemon.level / 5 + 2) * 40 * atk / def) / 50) + 2) * (pokemon.randSeedInt(15, 85) / 100));
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const damage = Utils.toDmgValue(((((2 * pokemon.level / 5 + 2) * 40 * atk / def) / 50) + 2) * (pokemon.randSeedIntRange(85, 100) / 100));
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pokemon.scene.queueMessage(i18next.t("battlerTags:confusedLapseHurtItself"));
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pokemon.scene.queueMessage(i18next.t("battlerTags:confusedLapseHurtItself"));
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pokemon.damageAndUpdate(damage);
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pokemon.damageAndUpdate(damage);
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pokemon.battleData.hitCount++;
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pokemon.battleData.hitCount++;
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@ -4400,7 +4400,7 @@ export class AddBattlerTagAttr extends MoveEffectAttr {
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const moveChance = this.getMoveChance(user, target, move, this.selfTarget, true);
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const moveChance = this.getMoveChance(user, target, move, this.selfTarget, true);
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if (moveChance < 0 || moveChance === 100 || user.randSeedInt(100) < moveChance) {
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if (moveChance < 0 || moveChance === 100 || user.randSeedInt(100) < moveChance) {
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return (this.selfTarget ? user : target).addTag(this.tagType, user.randSeedInt(this.turnCountMax - this.turnCountMin, this.turnCountMin), move.id, user.id);
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return (this.selfTarget ? user : target).addTag(this.tagType, user.randSeedIntRange(this.turnCountMin, this.turnCountMax), move.id, user.id);
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}
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}
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return false;
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return false;
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@ -1720,7 +1720,7 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
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};
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};
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this.fusionSpecies = this.scene.randomSpecies(this.scene.currentBattle?.waveIndex || 0, this.level, false, filter, true);
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this.fusionSpecies = this.scene.randomSpecies(this.scene.currentBattle?.waveIndex || 0, this.level, false, filter, true);
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this.fusionAbilityIndex = (this.fusionSpecies.abilityHidden && hasHiddenAbility ? this.fusionSpecies.ability2 ? 2 : 1 : this.fusionSpecies.ability2 ? randAbilityIndex : 0);
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this.fusionAbilityIndex = (this.fusionSpecies.abilityHidden && hasHiddenAbility ? 2 : this.fusionSpecies.ability2 !== this.fusionSpecies.ability1 ? randAbilityIndex : 0);
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this.fusionShiny = this.shiny;
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this.fusionShiny = this.shiny;
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this.fusionVariant = this.variant;
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this.fusionVariant = this.variant;
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@ -2278,7 +2278,7 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
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if (!isTypeImmune) {
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if (!isTypeImmune) {
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const levelMultiplier = (2 * source.level / 5 + 2);
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const levelMultiplier = (2 * source.level / 5 + 2);
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const randomMultiplier = ((this.scene.randBattleSeedInt(16) + 85) / 100);
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const randomMultiplier = (this.randSeedIntRange(85, 100) / 100);
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damage.value = Utils.toDmgValue((((levelMultiplier * power * sourceAtk.value / targetDef.value) / 50) + 2)
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damage.value = Utils.toDmgValue((((levelMultiplier * power * sourceAtk.value / targetDef.value) / 50) + 2)
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* stabMultiplier.value
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* stabMultiplier.value
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* typeMultiplier
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* typeMultiplier
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@ -3448,12 +3448,30 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
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fusionCanvas.remove();
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fusionCanvas.remove();
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}
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}
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/**
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* Generates a random number using the current battle's seed, or the global seed if `this.scene.currentBattle` is falsy
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* <!-- @import "../battle".Battle -->
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* This calls either {@linkcode BattleScene.randBattleSeedInt}({@linkcode range}, {@linkcode min}) in `src/battle-scene.ts`
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* which calls {@linkcode Battle.randSeedInt}(`scene`, {@linkcode range}, {@linkcode min}) in `src/battle.ts`
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* which calls {@linkcode Utils.randSeedInt randSeedInt}({@linkcode range}, {@linkcode min}) in `src/utils.ts`,
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* or it directly calls {@linkcode Utils.randSeedInt randSeedInt}({@linkcode range}, {@linkcode min}) in `src/utils.ts` if there is no current battle
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*
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* @param range How large of a range of random numbers to choose from. If {@linkcode range} <= 1, returns {@linkcode min}
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* @param min The minimum integer to pick, default `0`
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* @returns A random integer between {@linkcode min} and ({@linkcode min} + {@linkcode range} - 1)
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*/
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randSeedInt(range: integer, min: integer = 0): integer {
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randSeedInt(range: integer, min: integer = 0): integer {
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return this.scene.currentBattle
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return this.scene.currentBattle
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? this.scene.randBattleSeedInt(range, min)
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? this.scene.randBattleSeedInt(range, min)
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: Utils.randSeedInt(range, min);
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: Utils.randSeedInt(range, min);
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}
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}
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/**
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* Generates a random number using the current battle's seed, or the global seed if `this.scene.currentBattle` is falsy
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* @param min The minimum integer to generate
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* @param max The maximum integer to generate
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* @returns a random integer between {@linkcode min} and {@linkcode max} inclusive
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*/
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randSeedIntRange(min: integer, max: integer): integer {
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randSeedIntRange(min: integer, max: integer): integer {
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return this.randSeedInt((max - min) + 1, min);
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return this.randSeedInt((max - min) + 1, min);
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}
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}
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@ -377,16 +377,16 @@ export class MoveEffectPhase extends PokemonPhase {
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return false;
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return false;
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}
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}
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const moveAccuracy = this.move.getMove().calculateBattleAccuracy(user!, target); // TODO: is the bang correct here?
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const moveAccuracy = this.move.getMove().calculateBattleAccuracy(user, target);
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if (moveAccuracy === -1) {
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if (moveAccuracy === -1) {
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return true;
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return true;
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}
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}
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const accuracyMultiplier = user.getAccuracyMultiplier(target, this.move.getMove());
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const accuracyMultiplier = user.getAccuracyMultiplier(target, this.move.getMove());
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const rand = user.randSeedInt(100, 1);
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const rand = user.randSeedInt(100);
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return rand <= moveAccuracy * (accuracyMultiplier!); // TODO: is this bang correct?
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return rand < (moveAccuracy * accuracyMultiplier);
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}
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}
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/** Returns the {@linkcode Pokemon} using this phase's invoked move */
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/** Returns the {@linkcode Pokemon} using this phase's invoked move */
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@ -1,13 +1,12 @@
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import { allMoves } from "#app/data/move";
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import { allMoves } from "#app/data/move";
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import { Abilities } from "#app/enums/abilities";
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import { Abilities } from "#app/enums/abilities";
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import { DamagePhase } from "#app/phases/damage-phase";
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import { Moves } from "#app/enums/moves";
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import { TurnEndPhase } from "#app/phases/turn-end-phase";
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import { Species } from "#app/enums/species";
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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 GameManager from "#test/utils/gameManager";
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import Phaser from "phaser";
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import Phaser from "phaser";
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import { afterEach, beforeAll, beforeEach, describe, expect, it, vi } from "vitest";
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import { afterEach, beforeAll, beforeEach, describe, expect, it } from "vitest";
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const TIMEOUT = 20 * 1000;
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describe("Moves - Glaive Rush", () => {
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describe("Moves - Glaive Rush", () => {
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let phaserGame: Phaser.Game;
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let phaserGame: Phaser.Game;
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@ -25,131 +24,142 @@ describe("Moves - Glaive Rush", () => {
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beforeEach(() => {
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beforeEach(() => {
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game = new GameManager(phaserGame);
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game = new GameManager(phaserGame);
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game.override.battleType("single");
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game.override
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game.override.disableCrits();
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.battleType("single")
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game.override.enemySpecies(Species.MAGIKARP);
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.disableCrits()
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game.override.enemyAbility(Abilities.BALL_FETCH);
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.enemySpecies(Species.MAGIKARP)
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game.override.enemyMoveset(Array(4).fill(Moves.GLAIVE_RUSH));
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.enemyAbility(Abilities.BALL_FETCH)
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game.override.starterSpecies(Species.KLINK);
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.enemyMoveset(Array(4).fill(Moves.GLAIVE_RUSH))
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game.override.ability(Abilities.UNNERVE);
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.starterSpecies(Species.KLINK)
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game.override.passiveAbility(Abilities.FUR_COAT);
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.ability(Abilities.BALL_FETCH)
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game.override.moveset([Moves.SHADOW_SNEAK, Moves.AVALANCHE, Moves.SPLASH, Moves.GLAIVE_RUSH]);
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.moveset([Moves.SHADOW_SNEAK, Moves.AVALANCHE, Moves.SPLASH, Moves.GLAIVE_RUSH]);
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});
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});
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it("takes double damage from attacks", async () => {
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it("takes double damage from attacks", async () => {
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await game.startBattle();
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await game.classicMode.startBattle();
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const enemy = game.scene.getEnemyPokemon()!;
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const enemy = game.scene.getEnemyPokemon()!;
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enemy.hp = 1000;
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enemy.hp = 1000;
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vi.spyOn(game.scene, "randBattleSeedInt").mockReturnValue(0);
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game.move.select(Moves.SHADOW_SNEAK);
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game.move.select(Moves.SHADOW_SNEAK);
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await game.phaseInterceptor.to(DamagePhase);
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await game.phaseInterceptor.to("DamagePhase");
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const damageDealt = 1000 - enemy.hp;
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const damageDealt = 1000 - enemy.hp;
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await game.phaseInterceptor.to(TurnEndPhase);
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await game.phaseInterceptor.to("TurnEndPhase");
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game.move.select(Moves.SHADOW_SNEAK);
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game.move.select(Moves.SHADOW_SNEAK);
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await game.phaseInterceptor.to(DamagePhase);
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await game.phaseInterceptor.to("DamagePhase");
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expect(enemy.hp).toBeLessThanOrEqual(1001 - (damageDealt * 3));
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expect(enemy.hp).toBeLessThanOrEqual(1001 - (damageDealt * 3));
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}, 5000); // TODO: revert back to 20s
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}, TIMEOUT);
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it("always gets hit by attacks", async () => {
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it("always gets hit by attacks", async () => {
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await game.startBattle();
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await game.classicMode.startBattle();
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const enemy = game.scene.getEnemyPokemon()!;
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const enemy = game.scene.getEnemyPokemon()!;
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enemy.hp = 1000;
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enemy.hp = 1000;
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allMoves[Moves.AVALANCHE].accuracy = 0;
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allMoves[Moves.AVALANCHE].accuracy = 0;
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game.move.select(Moves.AVALANCHE);
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game.move.select(Moves.AVALANCHE);
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await game.phaseInterceptor.to(TurnEndPhase);
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await game.phaseInterceptor.to("TurnEndPhase");
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expect(enemy.hp).toBeLessThan(1000);
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expect(enemy.hp).toBeLessThan(1000);
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}, 20000);
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}, TIMEOUT);
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it("interacts properly with multi-lens", async () => {
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it("interacts properly with multi-lens", async () => {
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game.override.startingHeldItems([{ name: "MULTI_LENS", count: 2 }]);
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game.override
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game.override.enemyMoveset(Array(4).fill(Moves.AVALANCHE));
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.startingHeldItems([{ name: "MULTI_LENS", count: 2 }])
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await game.startBattle();
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.enemyMoveset(Array(4).fill(Moves.AVALANCHE));
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await game.classicMode.startBattle();
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const player = game.scene.getPlayerPokemon()!;
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const player = game.scene.getPlayerPokemon()!;
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const enemy = game.scene.getEnemyPokemon()!;
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const enemy = game.scene.getEnemyPokemon()!;
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enemy.hp = 1000;
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enemy.hp = 1000;
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player.hp = 1000;
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player.hp = 1000;
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allMoves[Moves.AVALANCHE].accuracy = 0;
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allMoves[Moves.AVALANCHE].accuracy = 0;
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game.move.select(Moves.GLAIVE_RUSH);
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game.move.select(Moves.GLAIVE_RUSH);
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await game.phaseInterceptor.to(TurnEndPhase);
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await game.phaseInterceptor.to("TurnEndPhase");
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expect(player.hp).toBeLessThan(1000);
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expect(player.hp).toBeLessThan(1000);
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player.hp = 1000;
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player.hp = 1000;
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game.move.select(Moves.SPLASH);
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game.move.select(Moves.SPLASH);
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await game.phaseInterceptor.to(TurnEndPhase);
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await game.phaseInterceptor.to("TurnEndPhase");
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expect(player.hp).toBe(1000);
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expect(player.hp).toBe(1000);
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}, 20000);
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}, TIMEOUT);
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it("secondary effects only last until next move", async () => {
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it("secondary effects only last until next move", async () => {
|
||||||
game.override.enemyMoveset(Array(4).fill(Moves.SHADOW_SNEAK));
|
game.override.enemyMoveset(Array(4).fill(Moves.SHADOW_SNEAK));
|
||||||
await game.startBattle();
|
await game.classicMode.startBattle();
|
||||||
|
|
||||||
const player = game.scene.getPlayerPokemon()!;
|
const player = game.scene.getPlayerPokemon()!;
|
||||||
const enemy = game.scene.getEnemyPokemon()!;
|
const enemy = game.scene.getEnemyPokemon()!;
|
||||||
|
|
||||||
enemy.hp = 1000;
|
enemy.hp = 1000;
|
||||||
player.hp = 1000;
|
player.hp = 1000;
|
||||||
allMoves[Moves.SHADOW_SNEAK].accuracy = 0;
|
allMoves[Moves.SHADOW_SNEAK].accuracy = 0;
|
||||||
|
|
||||||
game.move.select(Moves.GLAIVE_RUSH);
|
game.move.select(Moves.GLAIVE_RUSH);
|
||||||
await game.phaseInterceptor.to(TurnEndPhase);
|
await game.phaseInterceptor.to("TurnEndPhase");
|
||||||
expect(player.hp).toBe(1000);
|
expect(player.hp).toBe(1000);
|
||||||
|
|
||||||
game.move.select(Moves.SPLASH);
|
game.move.select(Moves.SPLASH);
|
||||||
await game.phaseInterceptor.to(TurnEndPhase);
|
await game.phaseInterceptor.to("TurnEndPhase");
|
||||||
const damagedHp = player.hp;
|
const damagedHp = player.hp;
|
||||||
expect(player.hp).toBeLessThan(1000);
|
expect(player.hp).toBeLessThan(1000);
|
||||||
|
|
||||||
game.move.select(Moves.SPLASH);
|
game.move.select(Moves.SPLASH);
|
||||||
await game.phaseInterceptor.to(TurnEndPhase);
|
await game.phaseInterceptor.to("TurnEndPhase");
|
||||||
expect(player.hp).toBe(damagedHp);
|
expect(player.hp).toBe(damagedHp);
|
||||||
|
|
||||||
}, 20000);
|
}, TIMEOUT);
|
||||||
|
|
||||||
it("secondary effects are removed upon switching", async () => {
|
it("secondary effects are removed upon switching", async () => {
|
||||||
game.override.enemyMoveset(Array(4).fill(Moves.SHADOW_SNEAK));
|
game.override
|
||||||
game.override.starterSpecies(0);
|
.enemyMoveset(Array(4).fill(Moves.SHADOW_SNEAK))
|
||||||
await game.startBattle([Species.KLINK, Species.FEEBAS]);
|
.starterSpecies(0);
|
||||||
|
await game.classicMode.startBattle([Species.KLINK, Species.FEEBAS]);
|
||||||
|
|
||||||
const player = game.scene.getPlayerPokemon()!;
|
const player = game.scene.getPlayerPokemon()!;
|
||||||
const enemy = game.scene.getEnemyPokemon()!;
|
const enemy = game.scene.getEnemyPokemon()!;
|
||||||
|
|
||||||
enemy.hp = 1000;
|
enemy.hp = 1000;
|
||||||
allMoves[Moves.SHADOW_SNEAK].accuracy = 0;
|
allMoves[Moves.SHADOW_SNEAK].accuracy = 0;
|
||||||
|
|
||||||
game.move.select(Moves.GLAIVE_RUSH);
|
game.move.select(Moves.GLAIVE_RUSH);
|
||||||
await game.phaseInterceptor.to(TurnEndPhase);
|
await game.phaseInterceptor.to("TurnEndPhase");
|
||||||
expect(player.hp).toBe(player.getMaxHp());
|
expect(player.hp).toBe(player.getMaxHp());
|
||||||
|
|
||||||
game.doSwitchPokemon(1);
|
game.doSwitchPokemon(1);
|
||||||
await game.phaseInterceptor.to(TurnEndPhase);
|
await game.phaseInterceptor.to("TurnEndPhase");
|
||||||
game.doSwitchPokemon(1);
|
game.doSwitchPokemon(1);
|
||||||
await game.phaseInterceptor.to(TurnEndPhase);
|
await game.phaseInterceptor.to("TurnEndPhase");
|
||||||
expect(player.hp).toBe(player.getMaxHp());
|
expect(player.hp).toBe(player.getMaxHp());
|
||||||
|
|
||||||
}, 20000);
|
}, TIMEOUT);
|
||||||
|
|
||||||
it("secondary effects don't activate if move fails", async () => {
|
it("secondary effects don't activate if move fails", async () => {
|
||||||
game.override.moveset([Moves.SHADOW_SNEAK, Moves.PROTECT, Moves.SPLASH, Moves.GLAIVE_RUSH]);
|
game.override.moveset([Moves.SHADOW_SNEAK, Moves.PROTECT, Moves.SPLASH, Moves.GLAIVE_RUSH]);
|
||||||
await game.startBattle();
|
await game.classicMode.startBattle();
|
||||||
|
|
||||||
const player = game.scene.getPlayerPokemon()!;
|
const player = game.scene.getPlayerPokemon()!;
|
||||||
const enemy = game.scene.getEnemyPokemon()!;
|
const enemy = game.scene.getEnemyPokemon()!;
|
||||||
|
|
||||||
enemy.hp = 1000;
|
enemy.hp = 1000;
|
||||||
player.hp = 1000;
|
player.hp = 1000;
|
||||||
|
|
||||||
game.move.select(Moves.PROTECT);
|
game.move.select(Moves.PROTECT);
|
||||||
await game.phaseInterceptor.to(TurnEndPhase);
|
await game.phaseInterceptor.to("TurnEndPhase");
|
||||||
|
|
||||||
game.move.select(Moves.SHADOW_SNEAK);
|
game.move.select(Moves.SHADOW_SNEAK);
|
||||||
await game.phaseInterceptor.to(TurnEndPhase);
|
await game.phaseInterceptor.to("TurnEndPhase");
|
||||||
game.override.enemyMoveset(Array(4).fill(Moves.SPLASH));
|
game.override.enemyMoveset(Array(4).fill(Moves.SPLASH));
|
||||||
const damagedHP1 = 1000 - enemy.hp;
|
const damagedHP1 = 1000 - enemy.hp;
|
||||||
enemy.hp = 1000;
|
enemy.hp = 1000;
|
||||||
|
|
||||||
game.move.select(Moves.SHADOW_SNEAK);
|
game.move.select(Moves.SHADOW_SNEAK);
|
||||||
await game.phaseInterceptor.to(TurnEndPhase);
|
await game.phaseInterceptor.to("TurnEndPhase");
|
||||||
const damagedHP2 = 1000 - enemy.hp;
|
const damagedHP2 = 1000 - enemy.hp;
|
||||||
|
|
||||||
expect(damagedHP2).toBeGreaterThanOrEqual((damagedHP1 * 2) - 1);
|
expect(damagedHP2).toBeGreaterThanOrEqual((damagedHP1 * 2) - 1);
|
||||||
}, 20000);
|
}, TIMEOUT);
|
||||||
});
|
});
|
||||||
|
|
|
@ -76,7 +76,7 @@ export default class GameManager {
|
||||||
constructor(phaserGame: Phaser.Game, bypassLogin: boolean = true) {
|
constructor(phaserGame: Phaser.Game, bypassLogin: boolean = true) {
|
||||||
localStorage.clear();
|
localStorage.clear();
|
||||||
ErrorInterceptor.getInstance().clear();
|
ErrorInterceptor.getInstance().clear();
|
||||||
BattleScene.prototype.randBattleSeedInt = (arg) => arg-1;
|
BattleScene.prototype.randBattleSeedInt = (range, min: number = 0) => min + range - 1; // This simulates a max roll
|
||||||
this.gameWrapper = new GameWrapper(phaserGame, bypassLogin);
|
this.gameWrapper = new GameWrapper(phaserGame, bypassLogin);
|
||||||
this.scene = new BattleScene();
|
this.scene = new BattleScene();
|
||||||
this.phaseInterceptor = new PhaseInterceptor(this.scene);
|
this.phaseInterceptor = new PhaseInterceptor(this.scene);
|
||||||
|
|
|
@ -1,5 +1,5 @@
|
||||||
import i18next from "i18next";
|
|
||||||
import { MoneyFormat } from "#enums/money-format";
|
import { MoneyFormat } from "#enums/money-format";
|
||||||
|
import i18next from "i18next";
|
||||||
|
|
||||||
export const MissingTextureKey = "__MISSING";
|
export const MissingTextureKey = "__MISSING";
|
||||||
|
|
||||||
|
@ -82,6 +82,12 @@ export function randInt(range: integer, min: integer = 0): integer {
|
||||||
return Math.floor(Math.random() * range) + min;
|
return Math.floor(Math.random() * range) + min;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Generates a random number using the global seed, or the current battle's seed if called via `Battle.randSeedInt`
|
||||||
|
* @param range How large of a range of random numbers to choose from. If {@linkcode range} <= 1, returns {@linkcode min}
|
||||||
|
* @param min The minimum integer to pick, default `0`
|
||||||
|
* @returns A random integer between {@linkcode min} and ({@linkcode min} + {@linkcode range} - 1)
|
||||||
|
*/
|
||||||
export function randSeedInt(range: integer, min: integer = 0): integer {
|
export function randSeedInt(range: integer, min: integer = 0): integer {
|
||||||
if (range <= 1) {
|
if (range <= 1) {
|
||||||
return min;
|
return min;
|
||||||
|
|
Loading…
Reference in New Issue