[Bug] Moves copied by Dancer should not consume PP (#3623)
* Moves copied by Dancer should not consume PP * Add test for Dancer (unfinished) * Delete src/test/abilities/dancer.test.ts This test is not finished lol * Add test
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@ -3695,10 +3695,10 @@ export class PostDancingMoveAbAttr extends PostMoveUsedAbAttr {
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// If the move is an AttackMove or a StatusMove the Dancer must replicate the move on the source of the Dance
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if (move.getMove() instanceof AttackMove || move.getMove() instanceof StatusMove) {
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const target = this.getTarget(dancer, source, targets);
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dancer.scene.unshiftPhase(new MovePhase(dancer.scene, dancer, target, move, true));
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dancer.scene.unshiftPhase(new MovePhase(dancer.scene, dancer, target, move, true, true));
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} else if (move.getMove() instanceof SelfStatusMove) {
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// If the move is a SelfStatusMove (ie. Swords Dance) the Dancer should replicate it on itself
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dancer.scene.unshiftPhase(new MovePhase(dancer.scene, dancer, [dancer.getBattlerIndex()], move, true));
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dancer.scene.unshiftPhase(new MovePhase(dancer.scene, dancer, [dancer.getBattlerIndex()], move, true, true));
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}
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}
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return true;
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@ -1,9 +1,9 @@
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import BattleScene from "#app/battle-scene.js";
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import { BattlerIndex } from "#app/battle.js";
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import { applyAbAttrs, RedirectMoveAbAttr, BlockRedirectAbAttr, IncreasePpAbAttr, applyPreAttackAbAttrs, PokemonTypeChangeAbAttr, applyPostMoveUsedAbAttrs, PostMoveUsedAbAttr } from "#app/data/ability.js";
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import { applyAbAttrs, applyPostMoveUsedAbAttrs, applyPreAttackAbAttrs, BlockRedirectAbAttr, IncreasePpAbAttr, PokemonTypeChangeAbAttr, PostMoveUsedAbAttr, RedirectMoveAbAttr } from "#app/data/ability.js";
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import { CommonAnim } from "#app/data/battle-anims.js";
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import { CenterOfAttentionTag, BattlerTagLapseType } from "#app/data/battler-tags.js";
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import { MoveFlags, BypassRedirectAttr, allMoves, CopyMoveAttr, applyMoveAttrs, BypassSleepAttr, HealStatusEffectAttr, ChargeAttr, PreMoveMessageAttr } from "#app/data/move.js";
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import { BattlerTagLapseType, CenterOfAttentionTag } from "#app/data/battler-tags.js";
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import { allMoves, applyMoveAttrs, BypassRedirectAttr, BypassSleepAttr, ChargeAttr, CopyMoveAttr, HealStatusEffectAttr, MoveFlags, PreMoveMessageAttr } from "#app/data/move.js";
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import { SpeciesFormChangePreMoveTrigger } from "#app/data/pokemon-forms.js";
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import { getStatusEffectActivationText, getStatusEffectHealText } from "#app/data/status-effect.js";
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import { Type } from "#app/data/type.js";
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@ -13,10 +13,10 @@ import { BattlerTagType } from "#app/enums/battler-tag-type.js";
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import { Moves } from "#app/enums/moves.js";
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import { StatusEffect } from "#app/enums/status-effect.js";
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import { MoveUsedEvent } from "#app/events/battle-scene.js";
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import Pokemon, { PokemonMove, MoveResult, TurnMove } from "#app/field/pokemon.js";
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import Pokemon, { MoveResult, PokemonMove, TurnMove } from "#app/field/pokemon.js";
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import { getPokemonNameWithAffix } from "#app/messages.js";
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import i18next from "i18next";
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import * as Utils from "#app/utils.js";
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import i18next from "i18next";
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import { BattlePhase } from "./battle-phase";
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import { CommonAnimPhase } from "./common-anim-phase";
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import { MoveEffectPhase } from "./move-effect-phase";
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@ -38,8 +38,8 @@ export class MovePhase extends BattlePhase {
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this.pokemon = pokemon;
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this.targets = targets;
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this.move = move;
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this.followUp = !!followUp;
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this.ignorePp = !!ignorePp;
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this.followUp = followUp ?? false;
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this.ignorePp = ignorePp ?? false;
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this.failed = false;
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this.cancelled = false;
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}
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@ -194,7 +194,7 @@ export class MovePhase extends BattlePhase {
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return this.end();
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}
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if (!moveQueue.length || !moveQueue.shift()?.ignorePP) { // using .shift here clears out two turn moves once they've been used
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if ((!moveQueue.length || !moveQueue.shift()?.ignorePP) && !this.ignorePp) { // using .shift here clears out two turn moves once they've been used
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this.move.usePp(ppUsed);
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this.scene.eventTarget.dispatchEvent(new MoveUsedEvent(this.pokemon?.id, this.move.getMove(), this.move.ppUsed));
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}
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@ -0,0 +1,64 @@
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import { BattlerIndex } from "#app/battle";
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import { MovePhase } from "#app/phases/move-phase";
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import { Abilities } from "#enums/abilities";
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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 Phaser from "phaser";
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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("Abilities - Dancer", () => {
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let phaserGame: Phaser.Game;
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let game: GameManager;
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beforeAll(() => {
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phaserGame = new Phaser.Game({
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type: Phaser.HEADLESS,
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});
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});
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afterEach(() => {
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game.phaseInterceptor.restoreOg();
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});
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beforeEach(() => {
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game = new GameManager(phaserGame);
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game.override
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.battleType("double")
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.moveset([Moves.SWORDS_DANCE, Moves.SPLASH])
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.enemySpecies(Species.MAGIKARP)
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.enemyAbility(Abilities.DANCER)
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.enemyMoveset(Array(4).fill(Moves.VICTORY_DANCE));
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});
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// Reference Link: https://bulbapedia.bulbagarden.net/wiki/Dancer_(Ability)
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it("triggers when dance moves are used, doesn't consume extra PP", async () => {
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await game.classicMode.startBattle([Species.ORICORIO, Species.FEEBAS]);
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const [oricorio] = game.scene.getPlayerField();
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game.move.select(Moves.SPLASH);
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game.move.select(Moves.SWORDS_DANCE, 1);
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await game.setTurnOrder([BattlerIndex.PLAYER_2, BattlerIndex.ENEMY, BattlerIndex.PLAYER, BattlerIndex.ENEMY_2]);
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await game.phaseInterceptor.to("MovePhase");
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// immediately copies ally move
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await game.phaseInterceptor.to("MovePhase", false);
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let currentPhase = game.scene.getCurrentPhase() as MovePhase;
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expect(currentPhase.pokemon).toBe(oricorio);
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expect(currentPhase.move.moveId).toBe(Moves.SWORDS_DANCE);
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await game.phaseInterceptor.to("MoveEndPhase");
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await game.phaseInterceptor.to("MovePhase");
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// immediately copies enemy move
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await game.phaseInterceptor.to("MovePhase", false);
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currentPhase = game.scene.getCurrentPhase() as MovePhase;
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expect(currentPhase.pokemon).toBe(oricorio);
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expect(currentPhase.move.moveId).toBe(Moves.VICTORY_DANCE);
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await game.phaseInterceptor.to("BerryPhase");
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// doesn't use PP if copied move is also in moveset
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expect(oricorio.moveset[0]?.ppUsed).toBe(0);
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}, TIMEOUT);
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});
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