[Move] Implement Lunar Dance (#4926)

* beginning immplementation of lunar dance

* adding tests

* changing in game message and making full hp message not display

* Reuse Healing Wish's move attr, update test

---------

Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
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PrabbyDD 2024-12-09 19:25:28 -08:00 committed by GitHub
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commit 5db3074e2c
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3 changed files with 110 additions and 8 deletions

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@ -1881,8 +1881,14 @@ export class FlameBurstAttr extends MoveEffectAttr {
} }
export class SacrificialFullRestoreAttr extends SacrificialAttr { export class SacrificialFullRestoreAttr extends SacrificialAttr {
constructor() { protected restorePP: boolean;
protected moveMessage: string;
constructor(restorePP: boolean, moveMessage: string) {
super(); super();
this.restorePP = restorePP;
this.moveMessage = moveMessage;
} }
apply(user: Pokemon, target: Pokemon, move: Move, args: any[]): boolean { apply(user: Pokemon, target: Pokemon, move: Move, args: any[]): boolean {
@ -1893,8 +1899,19 @@ export class SacrificialFullRestoreAttr extends SacrificialAttr {
// We don't know which party member will be chosen, so pick the highest max HP in the party // We don't know which party member will be chosen, so pick the highest max HP in the party
const maxPartyMemberHp = user.scene.getPlayerParty().map(p => p.getMaxHp()).reduce((maxHp: integer, hp: integer) => Math.max(hp, maxHp), 0); const maxPartyMemberHp = user.scene.getPlayerParty().map(p => p.getMaxHp()).reduce((maxHp: integer, hp: integer) => Math.max(hp, maxHp), 0);
user.scene.pushPhase(new PokemonHealPhase(user.scene, user.getBattlerIndex(), user.scene.pushPhase(
maxPartyMemberHp, i18next.t("moveTriggers:sacrificialFullRestore", { pokemonName: getPokemonNameWithAffix(user) }), true, false, false, true), true); new PokemonHealPhase(
user.scene,
user.getBattlerIndex(),
maxPartyMemberHp,
i18next.t(this.moveMessage, { pokemonName: getPokemonNameWithAffix(user) }),
true,
false,
false,
true,
false,
this.restorePP),
true);
return true; return true;
} }
@ -9002,7 +9019,7 @@ export function initMoves() {
.attr(GyroBallPowerAttr) .attr(GyroBallPowerAttr)
.ballBombMove(), .ballBombMove(),
new SelfStatusMove(Moves.HEALING_WISH, Type.PSYCHIC, -1, 10, -1, 0, 4) new SelfStatusMove(Moves.HEALING_WISH, Type.PSYCHIC, -1, 10, -1, 0, 4)
.attr(SacrificialFullRestoreAttr) .attr(SacrificialFullRestoreAttr, false, "moveTriggers:sacrificialFullRestore")
.triageMove(), .triageMove(),
new AttackMove(Moves.BRINE, Type.WATER, MoveCategory.SPECIAL, 65, 100, 10, -1, 0, 4) new AttackMove(Moves.BRINE, Type.WATER, MoveCategory.SPECIAL, 65, 100, 10, -1, 0, 4)
.attr(MovePowerMultiplierAttr, (user, target, move) => target.getHpRatio() < 0.5 ? 2 : 1), .attr(MovePowerMultiplierAttr, (user, target, move) => target.getHpRatio() < 0.5 ? 2 : 1),
@ -9279,10 +9296,9 @@ export function initMoves() {
new AttackMove(Moves.SPACIAL_REND, Type.DRAGON, MoveCategory.SPECIAL, 100, 95, 5, -1, 0, 4) new AttackMove(Moves.SPACIAL_REND, Type.DRAGON, MoveCategory.SPECIAL, 100, 95, 5, -1, 0, 4)
.attr(HighCritAttr), .attr(HighCritAttr),
new SelfStatusMove(Moves.LUNAR_DANCE, Type.PSYCHIC, -1, 10, -1, 0, 4) new SelfStatusMove(Moves.LUNAR_DANCE, Type.PSYCHIC, -1, 10, -1, 0, 4)
.attr(SacrificialAttrOnHit) .attr(SacrificialFullRestoreAttr, true, "moveTriggers:lunarDanceRestore")
.danceMove() .danceMove()
.triageMove() .triageMove(),
.unimplemented(),
new AttackMove(Moves.CRUSH_GRIP, Type.NORMAL, MoveCategory.PHYSICAL, -1, 100, 5, -1, 0, 4) new AttackMove(Moves.CRUSH_GRIP, Type.NORMAL, MoveCategory.PHYSICAL, -1, 100, 5, -1, 0, 4)
.attr(OpponentHighHpPowerAttr, 120), .attr(OpponentHighHpPowerAttr, 120),
new AttackMove(Moves.MAGMA_STORM, Type.FIRE, MoveCategory.SPECIAL, 100, 75, 5, -1, 0, 4) new AttackMove(Moves.MAGMA_STORM, Type.FIRE, MoveCategory.SPECIAL, 100, 75, 5, -1, 0, 4)

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@ -21,8 +21,9 @@ export class PokemonHealPhase extends CommonAnimPhase {
private revive: boolean; private revive: boolean;
private healStatus: boolean; private healStatus: boolean;
private preventFullHeal: boolean; private preventFullHeal: boolean;
private fullRestorePP: boolean;
constructor(scene: BattleScene, battlerIndex: BattlerIndex, hpHealed: integer, message: string | null, showFullHpMessage: boolean, skipAnim: boolean = false, revive: boolean = false, healStatus: boolean = false, preventFullHeal: boolean = false) { constructor(scene: BattleScene, battlerIndex: BattlerIndex, hpHealed: integer, message: string | null, showFullHpMessage: boolean, skipAnim: boolean = false, revive: boolean = false, healStatus: boolean = false, preventFullHeal: boolean = false, fullRestorePP: boolean = false) {
super(scene, battlerIndex, undefined, CommonAnim.HEALTH_UP); super(scene, battlerIndex, undefined, CommonAnim.HEALTH_UP);
this.hpHealed = hpHealed; this.hpHealed = hpHealed;
@ -32,6 +33,7 @@ export class PokemonHealPhase extends CommonAnimPhase {
this.revive = revive; this.revive = revive;
this.healStatus = healStatus; this.healStatus = healStatus;
this.preventFullHeal = preventFullHeal; this.preventFullHeal = preventFullHeal;
this.fullRestorePP = fullRestorePP;
} }
start() { start() {
@ -86,6 +88,13 @@ export class PokemonHealPhase extends CommonAnimPhase {
lastStatusEffect = pokemon.status.effect; lastStatusEffect = pokemon.status.effect;
pokemon.resetStatus(); pokemon.resetStatus();
} }
if (this.fullRestorePP) {
for (const move of this.getPokemon().getMoveset()) {
if (move) {
move.ppUsed = 0;
}
}
}
pokemon.updateInfo().then(() => super.end()); pokemon.updateInfo().then(() => super.end());
} else if (this.healStatus && !this.revive && pokemon.status) { } else if (this.healStatus && !this.revive && pokemon.status) {
lastStatusEffect = pokemon.status.effect; lastStatusEffect = pokemon.status.effect;

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@ -0,0 +1,77 @@
import { StatusEffect } from "#app/enums/status-effect";
import { CommandPhase } from "#app/phases/command-phase";
import { Abilities } from "#enums/abilities";
import { Moves } from "#enums/moves";
import { Species } from "#enums/species";
import GameManager from "#test/utils/gameManager";
import Phaser from "phaser";
import { afterEach, beforeAll, beforeEach, describe, it, expect } from "vitest";
describe("Moves - Lunar Dance", () => {
let phaserGame: Phaser.Game;
let game: GameManager;
beforeAll(() => {
phaserGame = new Phaser.Game({
type: Phaser.HEADLESS,
});
});
afterEach(() => {
game.phaseInterceptor.restoreOg();
});
beforeEach(() => {
game = new GameManager(phaserGame);
game.override
.statusEffect(StatusEffect.BURN)
.battleType("double")
.enemyAbility(Abilities.BALL_FETCH)
.enemyMoveset(Moves.SPLASH);
});
it("should full restore HP, PP and status of switched in pokemon, then fail second use because no remaining backup pokemon in party", async () => {
await game.classicMode.startBattle([ Species.BULBASAUR, Species.ODDISH, Species.RATTATA ]);
const [ bulbasaur, oddish, rattata ] = game.scene.getPlayerParty();
game.move.changeMoveset(bulbasaur, [ Moves.LUNAR_DANCE, Moves.SPLASH ]);
game.move.changeMoveset(oddish, [ Moves.LUNAR_DANCE, Moves.SPLASH ]);
game.move.changeMoveset(rattata, [ Moves.LUNAR_DANCE, Moves.SPLASH ]);
game.move.select(Moves.SPLASH, 0);
game.move.select(Moves.SPLASH, 1);
await game.phaseInterceptor.to(CommandPhase);
await game.toNextTurn();
// Bulbasaur should still be burned and have used a PP for splash and not at max hp
expect(bulbasaur.status?.effect).toBe(StatusEffect.BURN);
expect(bulbasaur.moveset[1]?.ppUsed).toBe(1);
expect(bulbasaur.hp).toBeLessThan(bulbasaur.getMaxHp());
// Switch out Bulbasaur for Rattata so we can swtich bulbasaur back in with lunar dance
game.doSwitchPokemon(2);
game.move.select(Moves.SPLASH, 1);
await game.phaseInterceptor.to(CommandPhase);
await game.toNextTurn();
game.move.select(Moves.SPLASH, 0);
game.move.select(Moves.LUNAR_DANCE);
game.doSelectPartyPokemon(2);
await game.phaseInterceptor.to("SwitchPhase", false);
await game.toNextTurn();
// Bulbasaur should NOT have any status and have full PP for splash and be at max hp
expect(bulbasaur.status?.effect).toBeUndefined();
expect(bulbasaur.moveset[1]?.ppUsed).toBe(0);
expect(bulbasaur.isFullHp()).toBe(true);
game.move.select(Moves.SPLASH, 0);
game.move.select(Moves.LUNAR_DANCE);
await game.phaseInterceptor.to(CommandPhase);
await game.toNextTurn();
// Using Lunar dance again should fail because nothing in party and rattata should be alive
expect(rattata.status?.effect).toBe(StatusEffect.BURN);
expect(rattata.hp).toBeLessThan(rattata.getMaxHp());
});
});