[Bug][Beta] Fix phazing moves forcing switches into fainted/ineligible Pokemon (#4951)
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5fed690187
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75af359154
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@ -5999,14 +5999,22 @@ export class ForceSwitchOutAttr extends MoveEffectAttr {
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}
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}
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if (switchOutTarget.scene.getPlayerParty().filter((p) => p.isAllowedInBattle() && !p.isOnField()).length < 1) {
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// Find indices of off-field Pokemon that are eligible to be switched into
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const eligibleNewIndices: number[] = [];
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switchOutTarget.scene.getPlayerParty().forEach((pokemon, index) => {
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if (pokemon.isAllowedInBattle() && !pokemon.isOnField()) {
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eligibleNewIndices.push(index);
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}
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});
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if (eligibleNewIndices.length < 1) {
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return false;
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}
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if (switchOutTarget.hp > 0) {
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if (this.switchType === SwitchType.FORCE_SWITCH) {
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switchOutTarget.leaveField(true);
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const slotIndex = Utils.randIntRange(user.scene.currentBattle.getBattlerCount(), user.scene.getPlayerParty().length);
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const slotIndex = eligibleNewIndices[user.randSeedInt(eligibleNewIndices.length)];
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user.scene.prependToPhase(
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new SwitchSummonPhase(
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user.scene,
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@ -6035,14 +6043,22 @@ export class ForceSwitchOutAttr extends MoveEffectAttr {
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}
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return false;
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} else if (user.scene.currentBattle.battleType !== BattleType.WILD) { // Switch out logic for enemy trainers
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if (switchOutTarget.scene.getEnemyParty().filter((p) => p.isAllowedInBattle() && !p.isOnField()).length < 1) {
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// Find indices of off-field Pokemon that are eligible to be switched into
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const eligibleNewIndices: number[] = [];
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switchOutTarget.scene.getEnemyParty().forEach((pokemon, index) => {
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if (pokemon.isAllowedInBattle() && !pokemon.isOnField()) {
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eligibleNewIndices.push(index);
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}
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});
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if (eligibleNewIndices.length < 1) {
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return false;
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}
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if (switchOutTarget.hp > 0) {
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if (this.switchType === SwitchType.FORCE_SWITCH) {
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switchOutTarget.leaveField(true);
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const slotIndex = Utils.randIntRange(user.scene.currentBattle.getBattlerCount(), user.scene.getEnemyParty().length);
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const slotIndex = eligibleNewIndices[user.randSeedInt(eligibleNewIndices.length)];
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user.scene.prependToPhase(
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new SwitchSummonPhase(
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user.scene,
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@ -1,5 +1,9 @@
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import { BattlerIndex } from "#app/battle";
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import { allMoves } from "#app/data/move";
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import { Status } from "#app/data/status-effect";
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import { Challenges } from "#enums/challenges";
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import { StatusEffect } from "#enums/status-effect";
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import { Type } from "#enums/type";
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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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@ -193,4 +197,122 @@ describe("Moves - Dragon Tail", () => {
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expect(dratini.hp).toBe(Math.floor(dratini.getMaxHp() / 2));
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expect(game.scene.getPlayerField().length).toBe(1);
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});
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it("should force switches randomly", async () => {
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game.override.enemyMoveset(Moves.DRAGON_TAIL)
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.startingLevel(100)
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.enemyLevel(1);
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await game.classicMode.startBattle([ Species.BULBASAUR, Species.CHARMANDER, Species.SQUIRTLE ]);
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const [ bulbasaur, charmander, squirtle ] = game.scene.getPlayerParty();
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// Turn 1: Mock an RNG call that calls for switching to 1st backup Pokemon (Charmander)
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vi.spyOn(game.scene, "randBattleSeedInt").mockImplementation((range, min: number = 0) => {
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return min;
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});
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game.move.select(Moves.SPLASH);
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await game.forceEnemyMove(Moves.DRAGON_TAIL);
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await game.toNextTurn();
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expect(bulbasaur.isOnField()).toBe(false);
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expect(charmander.isOnField()).toBe(true);
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expect(squirtle.isOnField()).toBe(false);
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expect(bulbasaur.getInverseHp()).toBeGreaterThan(0);
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// Turn 2: Mock an RNG call that calls for switching to 2nd backup Pokemon (Squirtle)
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vi.spyOn(game.scene, "randBattleSeedInt").mockImplementation((range, min: number = 0) => {
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return min + 1;
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});
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game.move.select(Moves.SPLASH);
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await game.toNextTurn();
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expect(bulbasaur.isOnField()).toBe(false);
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expect(charmander.isOnField()).toBe(false);
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expect(squirtle.isOnField()).toBe(true);
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expect(charmander.getInverseHp()).toBeGreaterThan(0);
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});
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it("should not force a switch to a challenge-ineligible Pokemon", async () => {
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game.override.enemyMoveset(Moves.DRAGON_TAIL)
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.startingLevel(100)
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.enemyLevel(1);
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// Mono-Water challenge, Eevee is ineligible
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game.challengeMode.addChallenge(Challenges.SINGLE_TYPE, Type.WATER + 1, 0);
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await game.challengeMode.startBattle([ Species.LAPRAS, Species.EEVEE, Species.TOXAPEX, Species.PRIMARINA ]);
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const [ lapras, eevee, toxapex, primarina ] = game.scene.getPlayerParty();
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// Turn 1: Mock an RNG call that would normally call for switching to Eevee, but it is ineligible
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vi.spyOn(game.scene, "randBattleSeedInt").mockImplementation((range, min: number = 0) => {
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return min;
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});
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game.move.select(Moves.SPLASH);
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await game.toNextTurn();
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expect(lapras.isOnField()).toBe(false);
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expect(eevee.isOnField()).toBe(false);
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expect(toxapex.isOnField()).toBe(true);
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expect(primarina.isOnField()).toBe(false);
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expect(lapras.getInverseHp()).toBeGreaterThan(0);
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});
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it("should not force a switch to a fainted Pokemon", async () => {
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game.override.enemyMoveset([ Moves.SPLASH, Moves.DRAGON_TAIL ])
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.startingLevel(100)
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.enemyLevel(1);
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await game.classicMode.startBattle([ Species.LAPRAS, Species.EEVEE, Species.TOXAPEX, Species.PRIMARINA ]);
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const [ lapras, eevee, toxapex, primarina ] = game.scene.getPlayerParty();
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// Turn 1: Eevee faints
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eevee.hp = 0;
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eevee.status = new Status(StatusEffect.FAINT);
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expect(eevee.isFainted()).toBe(true);
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game.move.select(Moves.SPLASH);
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await game.forceEnemyMove(Moves.SPLASH);
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await game.toNextTurn();
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// Turn 2: Mock an RNG call that would normally call for switching to Eevee, but it is fainted
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vi.spyOn(game.scene, "randBattleSeedInt").mockImplementation((range, min: number = 0) => {
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return min;
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});
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game.move.select(Moves.SPLASH);
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await game.forceEnemyMove(Moves.DRAGON_TAIL);
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await game.toNextTurn();
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expect(lapras.isOnField()).toBe(false);
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expect(eevee.isOnField()).toBe(false);
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expect(toxapex.isOnField()).toBe(true);
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expect(primarina.isOnField()).toBe(false);
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expect(lapras.getInverseHp()).toBeGreaterThan(0);
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});
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it("should not force a switch if there are no available Pokemon to switch into", async () => {
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game.override.enemyMoveset([ Moves.SPLASH, Moves.DRAGON_TAIL ])
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.startingLevel(100)
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.enemyLevel(1);
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await game.classicMode.startBattle([ Species.LAPRAS, Species.EEVEE ]);
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const [ lapras, eevee ] = game.scene.getPlayerParty();
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// Turn 1: Eevee faints
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eevee.hp = 0;
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eevee.status = new Status(StatusEffect.FAINT);
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expect(eevee.isFainted()).toBe(true);
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game.move.select(Moves.SPLASH);
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await game.forceEnemyMove(Moves.SPLASH);
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await game.toNextTurn();
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// Turn 2: Mock an RNG call that would normally call for switching to Eevee, but it is fainted
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vi.spyOn(game.scene, "randBattleSeedInt").mockImplementation((range, min: number = 0) => {
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return min;
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});
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game.move.select(Moves.SPLASH);
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await game.forceEnemyMove(Moves.DRAGON_TAIL);
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await game.toNextTurn();
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expect(lapras.isOnField()).toBe(true);
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expect(eevee.isOnField()).toBe(false);
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expect(lapras.getInverseHp()).toBeGreaterThan(0);
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});
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});
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@ -1,11 +1,15 @@
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import { BattlerTagType } from "#app/enums/battler-tag-type";
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import { BattlerTagType } from "#enums/battler-tag-type";
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import { Challenges } from "#enums/challenges";
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import { Type } from "#enums/type";
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import { MoveResult } from "#app/field/pokemon";
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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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import { afterEach, beforeAll, beforeEach, describe, expect, it, vi } from "vitest";
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import { Status } from "#app/data/status-effect";
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import { StatusEffect } from "#enums/status-effect";
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describe("Moves - Whirlwind", () => {
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let phaserGame: Phaser.Game;
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@ -25,8 +29,9 @@ describe("Moves - Whirlwind", () => {
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game = new GameManager(phaserGame);
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game.override
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.battleType("single")
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.moveset(Moves.SPLASH)
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.enemyAbility(Abilities.BALL_FETCH)
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.enemyMoveset(Moves.WHIRLWIND)
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.enemyMoveset([ Moves.SPLASH, Moves.WHIRLWIND ])
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.enemySpecies(Species.PIDGEY);
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});
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@ -41,10 +46,114 @@ describe("Moves - Whirlwind", () => {
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const staraptor = game.scene.getPlayerPokemon()!;
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game.move.select(move);
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await game.forceEnemyMove(Moves.WHIRLWIND);
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await game.phaseInterceptor.to("BerryPhase", false);
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expect(staraptor.findTag((t) => t.tagType === BattlerTagType.FLYING)).toBeDefined();
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expect(game.scene.getEnemyPokemon()!.getLastXMoves(1)[0].result).toBe(MoveResult.MISS);
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});
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it("should force switches randomly", async () => {
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await game.classicMode.startBattle([ Species.BULBASAUR, Species.CHARMANDER, Species.SQUIRTLE ]);
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const [ bulbasaur, charmander, squirtle ] = game.scene.getPlayerParty();
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// Turn 1: Mock an RNG call that calls for switching to 1st backup Pokemon (Charmander)
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vi.spyOn(game.scene, "randBattleSeedInt").mockImplementation((range, min: number = 0) => {
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return min;
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});
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game.move.select(Moves.SPLASH);
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await game.forceEnemyMove(Moves.WHIRLWIND);
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await game.toNextTurn();
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expect(bulbasaur.isOnField()).toBe(false);
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expect(charmander.isOnField()).toBe(true);
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expect(squirtle.isOnField()).toBe(false);
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// Turn 2: Mock an RNG call that calls for switching to 2nd backup Pokemon (Squirtle)
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vi.spyOn(game.scene, "randBattleSeedInt").mockImplementation((range, min: number = 0) => {
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return min + 1;
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});
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game.move.select(Moves.SPLASH);
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await game.forceEnemyMove(Moves.WHIRLWIND);
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await game.toNextTurn();
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expect(bulbasaur.isOnField()).toBe(false);
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expect(charmander.isOnField()).toBe(false);
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expect(squirtle.isOnField()).toBe(true);
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});
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it("should not force a switch to a challenge-ineligible Pokemon", async () => {
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// Mono-Water challenge, Eevee is ineligible
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game.challengeMode.addChallenge(Challenges.SINGLE_TYPE, Type.WATER + 1, 0);
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await game.challengeMode.startBattle([ Species.LAPRAS, Species.EEVEE, Species.TOXAPEX, Species.PRIMARINA ]);
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const [ lapras, eevee, toxapex, primarina ] = game.scene.getPlayerParty();
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// Turn 1: Mock an RNG call that would normally call for switching to Eevee, but it is ineligible
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vi.spyOn(game.scene, "randBattleSeedInt").mockImplementation((range, min: number = 0) => {
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return min;
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});
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game.move.select(Moves.SPLASH);
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await game.forceEnemyMove(Moves.WHIRLWIND);
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await game.toNextTurn();
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expect(lapras.isOnField()).toBe(false);
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expect(eevee.isOnField()).toBe(false);
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expect(toxapex.isOnField()).toBe(true);
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expect(primarina.isOnField()).toBe(false);
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});
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it("should not force a switch to a fainted Pokemon", async () => {
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await game.classicMode.startBattle([ Species.LAPRAS, Species.EEVEE, Species.TOXAPEX, Species.PRIMARINA ]);
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const [ lapras, eevee, toxapex, primarina ] = game.scene.getPlayerParty();
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// Turn 1: Eevee faints
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eevee.hp = 0;
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eevee.status = new Status(StatusEffect.FAINT);
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expect(eevee.isFainted()).toBe(true);
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game.move.select(Moves.SPLASH);
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await game.forceEnemyMove(Moves.SPLASH);
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await game.toNextTurn();
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// Turn 2: Mock an RNG call that would normally call for switching to Eevee, but it is fainted
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vi.spyOn(game.scene, "randBattleSeedInt").mockImplementation((range, min: number = 0) => {
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return min;
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});
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game.move.select(Moves.SPLASH);
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await game.forceEnemyMove(Moves.WHIRLWIND);
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await game.toNextTurn();
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expect(lapras.isOnField()).toBe(false);
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expect(eevee.isOnField()).toBe(false);
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expect(toxapex.isOnField()).toBe(true);
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expect(primarina.isOnField()).toBe(false);
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});
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it("should not force a switch if there are no available Pokemon to switch into", async () => {
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await game.classicMode.startBattle([ Species.LAPRAS, Species.EEVEE ]);
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const [ lapras, eevee ] = game.scene.getPlayerParty();
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// Turn 1: Eevee faints
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eevee.hp = 0;
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eevee.status = new Status(StatusEffect.FAINT);
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expect(eevee.isFainted()).toBe(true);
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game.move.select(Moves.SPLASH);
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await game.forceEnemyMove(Moves.SPLASH);
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await game.toNextTurn();
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// Turn 2: Mock an RNG call that would normally call for switching to Eevee, but it is fainted
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vi.spyOn(game.scene, "randBattleSeedInt").mockImplementation((range, min: number = 0) => {
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return min;
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});
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game.move.select(Moves.SPLASH);
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await game.forceEnemyMove(Moves.WHIRLWIND);
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await game.toNextTurn();
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expect(lapras.isOnField()).toBe(true);
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expect(eevee.isOnField()).toBe(false);
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});
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});
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