[Test] Added learn move utility function & level cap overrides (#5058)

* Added learn move utility function
* Added utility functions
* add another test
* Update overrides.ts
* Update moveHelper.ts
* Update overridesHelper.ts
---------
Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
Co-authored-by: damocleas <damocleas25@gmail.com>
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Bertie690 2025-01-23 20:47:22 -05:00 committed by GitHub
parent 9c29cdc63d
commit 747656e8df
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6 changed files with 187 additions and 15 deletions

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@ -1843,8 +1843,10 @@ export default class BattleScene extends SceneBase {
this.currentBattle.battleScore += Math.ceil(scoreIncrease);
}
getMaxExpLevel(ignoreLevelCap?: boolean): integer {
if (ignoreLevelCap) {
getMaxExpLevel(ignoreLevelCap: boolean = false): integer {
if (Overrides.LEVEL_CAP_OVERRIDE > 0) {
return Overrides.LEVEL_CAP_OVERRIDE;
} else if (ignoreLevelCap || Overrides.LEVEL_CAP_OVERRIDE < 0) {
return Number.MAX_SAFE_INTEGER;
}
const waveIndex = Math.ceil((this.currentBattle?.waveIndex || 1) / 10) * 10;

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@ -2391,8 +2391,13 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
this.battleInfo.toggleFlyout(visible);
}
addExp(exp: integer) {
const maxExpLevel = globalScene.getMaxExpLevel();
/**
* Adds experience to this PlayerPokemon, subject to wave based level caps.
* @param exp The amount of experience to add
* @param ignoreLevelCap Whether to ignore level caps when adding experience (defaults to false)
*/
addExp(exp: integer, ignoreLevelCap: boolean = false) {
const maxExpLevel = globalScene.getMaxExpLevel(ignoreLevelCap);
const initialExp = this.exp;
this.exp += exp;
while (this.level < maxExpLevel && this.exp >= getLevelTotalExp(this.level + 1, this.species.growthRate)) {

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@ -63,8 +63,11 @@ class DefaultOverrides {
readonly STARTING_WAVE_OVERRIDE: number = 0;
readonly STARTING_BIOME_OVERRIDE: Biome = Biome.TOWN;
readonly ARENA_TINT_OVERRIDE: TimeOfDay | null = null;
/** Multiplies XP gained by this value including 0. Set to null to ignore the override */
/** Multiplies XP gained by this value including 0. Set to null to ignore the override. */
readonly XP_MULTIPLIER_OVERRIDE: number | null = null;
/** Sets the level cap to this number during experience gain calculations. Set to `0` to disable override & use normal wave-based level caps,
or any negative number to set it to 9 quadrillion (effectively disabling it). */
readonly LEVEL_CAP_OVERRIDE: number = 0;
readonly NEVER_CRIT_OVERRIDE: boolean = false;
/** default 1000 */
readonly STARTING_MONEY_OVERRIDE: number = 0;

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@ -4,6 +4,8 @@ import GameManager from "#test/utils/gameManager";
import { Species } from "#enums/species";
import { Moves } from "#enums/moves";
import { LearnMovePhase } from "#app/phases/learn-move-phase";
import { Mode } from "#app/ui/ui";
import { Button } from "#app/enums/buttons";
describe("Learn Move Phase", () => {
let phaserGame: Phaser.Game;
@ -26,7 +28,7 @@ describe("Learn Move Phase", () => {
it("If Pokemon has less than 4 moves, its newest move will be added to the lowest empty index", async () => {
game.override.moveset([ Moves.SPLASH ]);
await game.startBattle([ Species.BULBASAUR ]);
await game.classicMode.startBattle([ Species.BULBASAUR ]);
const pokemon = game.scene.getPlayerPokemon()!;
const newMovePos = pokemon?.getMoveset().length;
game.move.select(Moves.SPLASH);
@ -36,12 +38,113 @@ describe("Learn Move Phase", () => {
const levelReq = levelMove[0];
const levelMoveId = levelMove[1];
expect(pokemon.level).toBeGreaterThanOrEqual(levelReq);
expect(pokemon?.getMoveset()[newMovePos]?.moveId).toBe(levelMoveId);
expect(pokemon?.moveset[newMovePos]?.moveId).toBe(levelMoveId);
});
it("If a pokemon has 4 move slots filled, the chosen move will be deleted and replaced", async () => {
await game.classicMode.startBattle([ Species.BULBASAUR ]);
const bulbasaur = game.scene.getPlayerPokemon()!;
const prevMoveset = [ Moves.SPLASH, Moves.ABSORB, Moves.ACID, Moves.VINE_WHIP ];
const moveSlotNum = 3;
game.move.changeMoveset(bulbasaur, prevMoveset);
game.move.select(Moves.SPLASH);
await game.doKillOpponents();
// queue up inputs to confirm dialog boxes
game.onNextPrompt("LearnMovePhase", Mode.CONFIRM, () => {
game.scene.ui.processInput(Button.ACTION);
});
game.onNextPrompt("LearnMovePhase", Mode.SUMMARY, () => {
for (let x = 0; x < moveSlotNum; x++) {
game.scene.ui.processInput(Button.DOWN);
}
game.scene.ui.processInput(Button.ACTION);
});
await game.phaseInterceptor.to(LearnMovePhase);
const levelMove = bulbasaur.getLevelMoves(5)[0];
const levelReq = levelMove[0];
const levelMoveId = levelMove[1];
expect(bulbasaur.level).toBeGreaterThanOrEqual(levelReq);
// Check each of mr mime's moveslots to make sure the changed move (and ONLY the changed move) is different
bulbasaur.getMoveset().forEach((move, index) => {
const expectedMove: Moves = (index === moveSlotNum ? levelMoveId : prevMoveset[index]);
expect(move?.moveId).toBe(expectedMove);
});
});
it("selecting the newly deleted move will reject it and keep old moveset", async () => {
await game.classicMode.startBattle([ Species.BULBASAUR ]);
const bulbasaur = game.scene.getPlayerPokemon()!;
const prevMoveset = [ Moves.SPLASH, Moves.ABSORB, Moves.ACID, Moves.VINE_WHIP ];
game.move.changeMoveset(bulbasaur, [ Moves.SPLASH, Moves.ABSORB, Moves.ACID, Moves.VINE_WHIP ]);
game.move.select(Moves.SPLASH);
await game.doKillOpponents();
// queue up inputs to confirm dialog boxes
game.onNextPrompt("LearnMovePhase", Mode.CONFIRM, () => {
game.scene.ui.processInput(Button.ACTION);
});
game.onNextPrompt("LearnMovePhase", Mode.SUMMARY, () => {
for (let x = 0; x < 4; x++) {
game.scene.ui.processInput(Button.DOWN); // moves down 4 times to the 5th move slot
}
game.scene.ui.processInput(Button.ACTION);
});
game.onNextPrompt("LearnMovePhase", Mode.CONFIRM, () => {
game.scene.ui.processInput(Button.ACTION);
});
await game.phaseInterceptor.to(LearnMovePhase);
const levelReq = bulbasaur.getLevelMoves(5)[0][0];
expect(bulbasaur.level).toBeGreaterThanOrEqual(levelReq);
expect(bulbasaur.getMoveset().map(m => m?.moveId)).toEqual(prevMoveset);
});
it("macro should add moves in free slots normally", async () => {
await game.classicMode.startBattle([ Species.BULBASAUR ]);
const bulbasaur = game.scene.getPlayerPokemon()!;
game.move.changeMoveset(bulbasaur, [ Moves.SPLASH, Moves.ABSORB, Moves.ACID ]);
game.move.select(Moves.SPLASH);
await game.move.learnMove(Moves.SACRED_FIRE, 0, 1);
expect(bulbasaur.getMoveset().map(m => m?.moveId)).toEqual([ Moves.SPLASH, Moves.ABSORB, Moves.ACID, Moves.SACRED_FIRE ]);
});
it("macro should replace moves", async () => {
await game.classicMode.startBattle([ Species.BULBASAUR ]);
const bulbasaur = game.scene.getPlayerPokemon()!;
game.move.changeMoveset(bulbasaur, [ Moves.SPLASH, Moves.ABSORB, Moves.ACID, Moves.VINE_WHIP ]);
game.move.select(Moves.SPLASH);
await game.move.learnMove(Moves.SACRED_FIRE, 0, 1);
expect(bulbasaur.getMoveset().map(m => m?.moveId)).toEqual([ Moves.SPLASH, Moves.SACRED_FIRE, Moves.ACID, Moves.VINE_WHIP ]);
});
it("macro should allow for cancelling move learning", async () => {
await game.classicMode.startBattle([ Species.BULBASAUR ]);
const bulbasaur = game.scene.getPlayerPokemon()!;
game.move.changeMoveset(bulbasaur, [ Moves.SPLASH, Moves.ABSORB, Moves.ACID, Moves.VINE_WHIP ]);
game.move.select(Moves.SPLASH);
await game.move.learnMove(Moves.SACRED_FIRE, 0, 4);
expect(bulbasaur.getMoveset().map(m => m?.moveId)).toEqual([ Moves.SPLASH, Moves.ABSORB, Moves.ACID, Moves.VINE_WHIP ]);
});
it("macro works on off-field party members", async () => {
await game.classicMode.startBattle([ Species.BULBASAUR, Species.SQUIRTLE ]);
const squirtle = game.scene.getPlayerParty()[1]!;
game.move.changeMoveset(squirtle, [ Moves.SPLASH, Moves.WATER_GUN, Moves.FREEZE_DRY, Moves.GROWL ]);
game.move.select(Moves.TACKLE);
await game.move.learnMove(Moves.SHELL_SMASH, 1, 0);
expect(squirtle.getMoveset().map(m => m?.moveId)).toEqual([ Moves.SHELL_SMASH, Moves.WATER_GUN, Moves.FREEZE_DRY, Moves.GROWL ]);
});
/**
* Future Tests:
* If a Pokemon has four moves, the user can specify an old move to be forgotten and a new move will take its place.
* If a Pokemon has four moves, the user can reject the new move, keeping the moveset the same.
*/
});

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@ -1,8 +1,10 @@
import type { BattlerIndex } from "#app/battle";
import { Button } from "#app/enums/buttons";
import type Pokemon from "#app/field/pokemon";
import { PokemonMove } from "#app/field/pokemon";
import Overrides from "#app/overrides";
import type { CommandPhase } from "#app/phases/command-phase";
import { LearnMovePhase } from "#app/phases/learn-move-phase";
import { MoveEffectPhase } from "#app/phases/move-effect-phase";
import { Command } from "#app/ui/command-ui-handler";
import { Mode } from "#app/ui/ui";
@ -75,9 +77,10 @@ export class MoveHelper extends GameManagerHelper {
}
/**
* Used when the normal moveset override can't be used (such as when it's necessary to check updated properties of the moveset).
* @param pokemon - The pokemon being modified
* @param moveset - The moveset to use
* Changes a pokemon's moveset to the given move(s).
* Used when the normal moveset override can't be used (such as when it's necessary to check or update properties of the moveset).
* @param pokemon - The {@linkcode Pokemon} being modified
* @param moveset - The {@linkcode Moves} (single or array) to change the Pokemon's moveset to
*/
public changeMoveset(pokemon: Pokemon, moveset: Moves | Moves[]): void {
if (!Array.isArray(moveset)) {
@ -90,4 +93,40 @@ export class MoveHelper extends GameManagerHelper {
const movesetStr = moveset.map((moveId) => Moves[moveId]).join(", ");
console.log(`Pokemon ${pokemon.species.name}'s moveset manually set to ${movesetStr} (=[${moveset.join(", ")}])!`);
}
/**
* Simulates learning a move for a player pokemon.
* @param move The {@linkcode Moves} being learnt
* @param partyIndex The party position of the {@linkcode PlayerPokemon} learning the move (defaults to 0)
* @param moveSlotIndex The INDEX (0-4) of the move slot to replace if existent move slots are full;
* defaults to 0 (first slot) and 4 aborts the procedure
* @returns a promise that resolves once the move has been successfully learnt
*/
public async learnMove(move: Moves | integer, partyIndex: integer = 0, moveSlotIndex: integer = 0) {
return new Promise<void>(async (resolve, reject) => {
this.game.scene.pushPhase(new LearnMovePhase(partyIndex, move));
// if slots are full, queue up inputs to replace existing moves
if (this.game.scene.getPlayerParty()[partyIndex].moveset.filter(m => m).length === 4) {
this.game.onNextPrompt("LearnMovePhase", Mode.CONFIRM, () => {
this.game.scene.ui.processInput(Button.ACTION); // "Should a move be forgotten and replaced with XXX?"
});
this.game.onNextPrompt("LearnMovePhase", Mode.SUMMARY, () => {
for (let x = 0; x < (moveSlotIndex ?? 0); x++) {
this.game.scene.ui.processInput(Button.DOWN); // Scrolling in summary pane to move position
}
this.game.scene.ui.processInput(Button.ACTION);
if (moveSlotIndex === 4) {
this.game.onNextPrompt("LearnMovePhase", Mode.CONFIRM, () => {
this.game.scene.ui.processInput(Button.ACTION); // "Give up on learning XXX?"
});
}
});
}
await this.game.phaseInterceptor.to(LearnMovePhase).catch(e => reject(e));
resolve();
});
}
}

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@ -71,6 +71,26 @@ export class OverridesHelper extends GameManagerHelper {
return this;
}
/**
* Override the wave level cap
* @param cap the level cap value to set; 0 uses normal level caps and negative values
* disable it completely
* @returns `this`
*/
public levelCap(cap: number): this {
vi.spyOn(Overrides, "LEVEL_CAP_OVERRIDE", "get").mockReturnValue(cap);
let capStr: string;
if (cap > 0) {
capStr = `Level cap set to ${cap}!`;
} else if (cap < 0) {
capStr = "Level cap disabled!";
} else {
capStr = "Level cap reset to default value for wave.";
}
this.log(capStr);
return this;
}
/**
* Override the player (pokemon) starting held items
* @param items the items to hold