Merge 559097d309
into 18dc9d216c
This commit is contained in:
commit
b28c28ac01
|
@ -2490,6 +2490,10 @@ export function getBattlerTag(tagType: BattlerTagType, turnCount: number, source
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return new SubstituteTag(sourceMove, sourceId);
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case BattlerTagType.MYSTERY_ENCOUNTER_POST_SUMMON:
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return new MysteryEncounterPostSummonTag();
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case BattlerTagType.ANTICIPATING_ACTION:
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return new BattlerTag(BattlerTagType.ANTICIPATING_ACTION, BattlerTagLapseType.TURN_END, 1, sourceMove);
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case BattlerTagType.ESCAPING:
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return new BattlerTag(BattlerTagType.ESCAPING, BattlerTagLapseType.TURN_END, 1, sourceMove);
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case BattlerTagType.NONE:
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default:
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return new BattlerTag(tagType, BattlerTagLapseType.CUSTOM, turnCount, sourceMove, sourceId);
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110
src/data/move.ts
110
src/data/move.ts
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@ -1086,8 +1086,7 @@ export class AddBattlerTagHeaderAttr extends MoveHeaderAttr {
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}
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apply(user: Pokemon, target: Pokemon, move: Move, args: any[]): boolean {
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user.addTag(this.tagType);
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return true;
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return user.addTag(this.tagType, 0, move.id);
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}
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}
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@ -3887,6 +3886,21 @@ export class BlizzardAccuracyAttr extends VariableAccuracyAttr {
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}
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}
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const isPursuingFunc = (user: Pokemon, target: Pokemon) =>
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user.getTag(BattlerTagType.ANTICIPATING_ACTION) && target.getTag(BattlerTagType.ESCAPING);
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export class PursuitAccuracyAttr extends VariableAccuracyAttr {
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apply(user: Pokemon, target: Pokemon, move: Move, args: any[]): boolean {
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if (isPursuingFunc(user, target)) {
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const accuracy = args[0] as Utils.NumberHolder;
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accuracy.value = -1;
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return true;
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}
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return false;
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}
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}
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export class VariableMoveCategoryAttr extends MoveAttr {
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apply(user: Pokemon, target: Pokemon, move: Move, args: any[]): boolean {
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return false;
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@ -4438,8 +4452,21 @@ export class TypelessAttr extends MoveAttr { }
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/**
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* Attribute used for moves which ignore redirection effects, and always target their original target, i.e. Snipe Shot
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* Bypasses Storm Drain, Follow Me, Ally Switch, and the like.
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*
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* Optionally accepts a function to run which can be used to conditionally bypass redirection effects.
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*/
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export class BypassRedirectAttr extends MoveAttr { }
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export class BypassRedirectAttr extends MoveAttr {
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private bypassConditionFn?: (user: Pokemon | null, target: Pokemon | null, move: Move) => boolean;
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constructor(bypassConditionFn?: (user: Pokemon | null, target: Pokemon | null, move: Move) => boolean) {
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super();
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this.bypassConditionFn = bypassConditionFn;
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}
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apply(user: Pokemon | null, target: Pokemon | null, move: Move) {
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return this.bypassConditionFn?.(user, target, move) ?? true;
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}
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}
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export class FrenzyAttr extends MoveEffectAttr {
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constructor() {
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@ -4699,8 +4726,8 @@ export class LapseBattlerTagAttr extends MoveEffectAttr {
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export class RemoveBattlerTagAttr extends MoveEffectAttr {
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public tagTypes: BattlerTagType[];
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constructor(tagTypes: BattlerTagType[], selfTarget: boolean = false) {
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super(selfTarget);
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constructor(tagTypes: BattlerTagType[], selfTarget: boolean = false, trigger?: MoveEffectTrigger) {
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super(selfTarget, trigger);
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this.tagTypes = tagTypes;
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}
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@ -5157,6 +5184,11 @@ export class ForceSwitchOutAttr extends MoveEffectAttr {
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private user: boolean;
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private batonPass: boolean;
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/**
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* @param user Indicates if this move effect will switch out the user of the
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* move (true) or the target of the move (false).
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* @param batonPass Indicates if this move is a usage of Baton Pass.
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*/
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constructor(user?: boolean, batonPass?: boolean) {
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super(false, MoveEffectTrigger.POST_APPLY, false, true);
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this.user = !!user;
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@ -5175,26 +5207,76 @@ export class ForceSwitchOutAttr extends MoveEffectAttr {
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return resolve(false);
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}
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// Move the switch out logic inside the conditional block
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// This ensures that the switch out only happens when the conditions are met
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const switchOutTarget = this.user ? user : target;
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let willBePursued = false;
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if (switchOutTarget.hp > 0 && !this.batonPass && this.user && move.id !== Moves.TELEPORT) {
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switchOutTarget.addTag(BattlerTagType.ESCAPING);
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const opposingField = user.isPlayer() ? user.scene.getEnemyField() : user.scene.getPlayerField();
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const opposingPursuitUsers = opposingField
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.filter((op: Pokemon) => op.getTag(BattlerTagType.ANTICIPATING_ACTION)?.sourceMove === Moves.PURSUIT)
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.sort((a, b) => b.turnData.order - a.turnData.order);
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if (opposingPursuitUsers.length) {
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willBePursued = true;
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opposingPursuitUsers.forEach(pursuiter => {
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if (user.scene.tryRemovePhase(p => p instanceof MovePhase && p.pokemon.id === pursuiter.id)) {
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user.scene.prependToPhase(
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new MovePhase(
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user.scene,
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pursuiter,
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[switchOutTarget.getBattlerIndex()],
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pursuiter.getMoveset().find(m =>
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m?.moveId === Moves.PURSUIT) || new PokemonMove(Moves.PURSUIT),
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false,
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false
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),
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MoveEndPhase
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);
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}
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});
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}
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}
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if (switchOutTarget instanceof PlayerPokemon) {
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switchOutTarget.leaveField(!this.batonPass);
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if (!willBePursued) {
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switchOutTarget.leaveField(!this.batonPass);
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}
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if (switchOutTarget.hp > 0) {
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user.scene.prependToPhase(new SwitchPhase(user.scene, switchOutTarget.getFieldIndex(), true, true), MoveEndPhase);
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user.scene.prependToPhase(
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new SwitchPhase(user.scene, switchOutTarget.getFieldIndex(), "moveEffect", willBePursued),
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MoveEndPhase
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);
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resolve(true);
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} else {
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resolve(false);
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}
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return;
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} else if (user.scene.currentBattle.battleType !== BattleType.WILD) {
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if (!user.scene.currentBattle.trainer) {
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return resolve(false); // what are we even doing here
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}
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// Switch out logic for trainer battles
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switchOutTarget.leaveField(!this.batonPass);
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if (!willBePursued) {
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switchOutTarget.leaveField(!this.batonPass);
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}
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if (switchOutTarget.hp > 0) {
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// for opponent switching out
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user.scene.prependToPhase(new SwitchSummonPhase(user.scene, switchOutTarget.getFieldIndex(), (user.scene.currentBattle.trainer ? user.scene.currentBattle.trainer.getNextSummonIndex((switchOutTarget as EnemyPokemon).trainerSlot) : 0), false, this.batonPass, false), MoveEndPhase);
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user.scene.prependToPhase(
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new SwitchSummonPhase(
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user.scene,
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switchOutTarget.getFieldIndex(),
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user.scene.currentBattle.trainer.getNextSummonIndex((switchOutTarget as EnemyPokemon).trainerSlot),
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willBePursued,
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this.batonPass,
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false
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),
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MoveEndPhase
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);
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}
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} else {
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// Switch out logic for everything else (eg: WILD battles)
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@ -7364,7 +7446,11 @@ export function initMoves() {
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.ignoresSubstitute()
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.condition((user, target, move) => new EncoreTag(user.id).canAdd(target)),
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new AttackMove(Moves.PURSUIT, Type.DARK, MoveCategory.PHYSICAL, 40, 100, 20, -1, 0, 2)
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.partial(),
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.attr(PursuitAccuracyAttr)
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.attr(BypassRedirectAttr, (user, target) => Boolean(user && target && isPursuingFunc(user, target)))
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.attr(AddBattlerTagHeaderAttr, BattlerTagType.ANTICIPATING_ACTION)
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.attr(RemoveBattlerTagAttr, [BattlerTagType.ANTICIPATING_ACTION], true, MoveEffectTrigger.POST_APPLY)
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.attr(MovePowerMultiplierAttr, (user, target) => isPursuingFunc(user, target) ? 2 : 1),
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new AttackMove(Moves.RAPID_SPIN, Type.NORMAL, MoveCategory.PHYSICAL, 50, 100, 40, 100, 0, 2)
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.attr(StatStageChangeAttr, [ Stat.SPD ], 1, true)
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.attr(RemoveBattlerTagAttr, [
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|
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@ -80,4 +80,14 @@ export enum BattlerTagType {
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BURNED_UP = "BURNED_UP",
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DOUBLE_SHOCKED = "DOUBLE_SHOCKED",
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MYSTERY_ENCOUNTER_POST_SUMMON = "MYSTERY_ENCOUNTER_POST_SUMMON",
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/**
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* Tag which indicates the battler is waiting for their opponent to make some
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* sort of action (switch out, use a type of move, make contact, etc)
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*/
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ANTICIPATING_ACTION = "ANTICIPATING_ACTION",
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/**
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* Tag which indicates the battler is about to switch out.
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*/
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ESCAPING = "ESCAPING",
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}
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@ -21,6 +21,7 @@ import i18next from "i18next";
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import { PartyMemberStrength } from "#enums/party-member-strength";
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import { Species } from "#enums/species";
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import { TrainerType } from "#enums/trainer-type";
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import Overrides from "#app/overrides";
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export enum TrainerVariant {
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DEFAULT,
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@ -267,6 +268,17 @@ export default class Trainer extends Phaser.GameObjects.Container {
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let ret: EnemyPokemon;
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this.scene.executeWithSeedOffset(() => {
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if (Overrides.TRAINER_PARTY_OVERRIDE?.length) {
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ret = this.scene.addEnemyPokemon(
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getPokemonSpecies(Overrides.TRAINER_PARTY_OVERRIDE[index % Overrides.TRAINER_PARTY_OVERRIDE.length]),
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level,
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!this.isDouble() || !(index % 2)
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? TrainerSlot.TRAINER
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: TrainerSlot.TRAINER_PARTNER
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);
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return;
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}
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const template = this.getPartyTemplate();
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const strength: PartyMemberStrength = template.getStrength(index);
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@ -440,6 +452,11 @@ export default class Trainer extends Phaser.GameObjects.Container {
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const party = this.scene.getEnemyParty();
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const nonFaintedLegalPartyMembers = party.slice(this.scene.currentBattle.getBattlerCount()).filter(p => p.isAllowedInBattle()).filter(p => !trainerSlot || p.trainerSlot === trainerSlot);
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if (Overrides.TRAINER_ALWAYS_SWITCHES_OVERRIDE) {
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return nonFaintedLegalPartyMembers.map(p => [party.indexOf(p), 100]);
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}
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const partyMemberScores = nonFaintedLegalPartyMembers.map(p => {
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const playerField = this.scene.getPlayerField().filter(p => p.isAllowedInBattle());
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let score = 0;
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|
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@ -128,6 +128,25 @@ class DefaultOverrides {
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*/
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readonly OPP_HEALTH_SEGMENTS_OVERRIDE: number = 0;
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// --------------------------
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// TRAINER/AI OVERRIDES
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// --------------------------
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/**
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* Force enemy AI to always switch pkmn
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*/
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readonly TRAINER_ALWAYS_SWITCHES_OVERRIDE: boolean = false;
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/**
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* Force enemy trainer battles to always pick pkmn in this order. If the
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* trainer would have more Pokemon than in the array, it will wrap around to
|
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* the beginning. If the trainer would have less Pokemon than in the array,
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* it will ignore the extras.
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*
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* Has no effect on wild battles. Only affects newly generated trainers (eg,
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* won't work on a saved trainer wave). OPP_SPECIES_OVERRIDE and other OPP_
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* overrides will supercede this value.
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*/
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readonly TRAINER_PARTY_OVERRIDE: Species[] = [];
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// -------------
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// EGG OVERRIDES
|
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// -------------
|
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|
|
|
@ -50,7 +50,7 @@ export class CheckSwitchPhase extends BattlePhase {
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this.scene.ui.setMode(Mode.CONFIRM, () => {
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this.scene.ui.setMode(Mode.MESSAGE);
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this.scene.tryRemovePhase(p => p instanceof PostSummonPhase && p.player && p.fieldIndex === this.fieldIndex);
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this.scene.unshiftPhase(new SwitchPhase(this.scene, this.fieldIndex, false, true));
|
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this.scene.unshiftPhase(new SwitchPhase(this.scene, this.fieldIndex, "switchMode", true));
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this.end();
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}, () => {
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this.scene.ui.setMode(Mode.MESSAGE);
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|
|
|
@ -106,7 +106,7 @@ export class FaintPhase extends PokemonPhase {
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* If previous conditions weren't met, and the player has at least 1 legal Pokemon off the field,
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* push a phase that prompts the player to summon a Pokemon from their party.
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*/
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this.scene.pushPhase(new SwitchPhase(this.scene, this.fieldIndex, true, false));
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this.scene.pushPhase(new SwitchPhase(this.scene, this.fieldIndex, "faint", false));
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}
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} else {
|
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this.scene.unshiftPhase(new VictoryPhase(this.scene, this.battlerIndex));
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|
|
|
@ -95,9 +95,11 @@ export class MovePhase extends BattlePhase {
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}
|
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});
|
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//Check if this move is immune to being redirected, and restore its target to the intended target if it is.
|
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if ((this.pokemon.hasAbilityWithAttr(BlockRedirectAbAttr) || this.move.getMove().hasAttr(BypassRedirectAttr))) {
|
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const abilityRedirectImmune = this.pokemon.hasAbilityWithAttr(BlockRedirectAbAttr);
|
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const moveRedirectImmune = this.move.getMove().getAttrs(BypassRedirectAttr).some(attr => attr.apply(this.pokemon, this.scene.getField(false)[oldTarget], this.move.getMove()));
|
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if (abilityRedirectImmune || moveRedirectImmune) {
|
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//If an ability prevented this move from being redirected, display its ability pop up.
|
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if ((this.pokemon.hasAbilityWithAttr(BlockRedirectAbAttr) && !this.move.getMove().hasAttr(BypassRedirectAttr)) && oldTarget !== moveTarget.value) {
|
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if (abilityRedirectImmune && !moveRedirectImmune && oldTarget !== moveTarget.value) {
|
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this.scene.unshiftPhase(new ShowAbilityPhase(this.scene, this.pokemon.getBattlerIndex(), this.pokemon.getPassiveAbility().hasAttr(BlockRedirectAbAttr)));
|
||||
}
|
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moveTarget.value = oldTarget;
|
||||
|
|
|
@ -10,52 +10,56 @@ import { SwitchSummonPhase } from "./switch-summon-phase";
|
|||
*/
|
||||
export class SwitchPhase extends BattlePhase {
|
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protected fieldIndex: integer;
|
||||
private isModal: boolean;
|
||||
private switchReason: "faint" | "moveEffect" | "switchMode";
|
||||
private doReturn: boolean;
|
||||
|
||||
/**
|
||||
* Creates a new SwitchPhase
|
||||
* @param scene {@linkcode BattleScene} Current battle scene
|
||||
* @param fieldIndex Field index to switch out
|
||||
* @param isModal Indicates if the switch should be forced (true) or is
|
||||
* optional (false).
|
||||
* @param doReturn Indicates if the party member on the field should be
|
||||
* recalled to ball or has already left the field. Passed to {@linkcode SwitchSummonPhase}.
|
||||
*/
|
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constructor(scene: BattleScene, fieldIndex: integer, isModal: boolean, doReturn: boolean) {
|
||||
* @param switchReason Indicates why this switch is occurring. The valid options are
|
||||
* `'faint'` (party member fainted), `'moveEffect'` (uturn, baton pass, dragon
|
||||
* tail, etc), and `'switchMode'` (start-of-battle optional switch). This
|
||||
* helps the phase determine both if the switch should be cancellable by the
|
||||
* user, as well as determine if the party UI should be shown at all.
|
||||
* @param doReturn Indicates if this switch should call back the pokemon at
|
||||
* the {@linkcode fieldIndex} (true), or if the mon has already been recalled
|
||||
* (false).
|
||||
*/
|
||||
constructor(scene: BattleScene, fieldIndex: integer, switchReason: "faint" | "moveEffect" | "switchMode", doReturn: boolean) {
|
||||
super(scene);
|
||||
|
||||
this.fieldIndex = fieldIndex;
|
||||
this.isModal = isModal;
|
||||
this.switchReason = switchReason;
|
||||
this.doReturn = doReturn;
|
||||
}
|
||||
|
||||
start() {
|
||||
super.start();
|
||||
|
||||
// Skip modal switch if impossible (no remaining party members that aren't in battle)
|
||||
if (this.isModal && !this.scene.getParty().filter(p => p.isAllowedInBattle() && !p.isActive(true)).length) {
|
||||
const isForcedSwitch = this.switchReason !== "switchMode";
|
||||
|
||||
// Skip forced switch if impossible (no remaining party members that aren't in battle)
|
||||
if (isForcedSwitch && !this.scene.getParty().filter(p => p.isAllowedInBattle() && !p.isActive(true)).length) {
|
||||
return super.end();
|
||||
}
|
||||
|
||||
// Skip if the fainted party member has been revived already. doReturn is
|
||||
// only passed as `false` from FaintPhase (as opposed to other usages such
|
||||
// as ForceSwitchOutAttr or CheckSwitchPhase), so we only want to check this
|
||||
// if the mon should have already been returned but is still alive and well
|
||||
// on the field. see also; battle.test.ts
|
||||
if (this.isModal && !this.doReturn && !this.scene.getParty()[this.fieldIndex].isFainted()) {
|
||||
// Skip if the fainted party member has been revived already. see also; battle.test.ts
|
||||
if (this.switchReason === "faint" && !this.scene.getParty()[this.fieldIndex].isFainted()) {
|
||||
return super.end();
|
||||
}
|
||||
|
||||
// Check if there is any space still in field
|
||||
if (this.isModal && this.scene.getPlayerField().filter(p => p.isAllowedInBattle() && p.isActive(true)).length >= this.scene.currentBattle.getBattlerCount()) {
|
||||
const numActiveBattlers = this.scene.getPlayerField().filter(p => p.isAllowedInBattle() && p.isActive(true)).length;
|
||||
const willReturnModifer = (this.doReturn ? 1 : 0); // need to subtract this if doReturn is true, because the pokemon in the given index hasn't left the field yet. (used for volt switch + pursuit, etc)
|
||||
if (isForcedSwitch && numActiveBattlers - willReturnModifer >= this.scene.currentBattle.getBattlerCount()) {
|
||||
return super.end();
|
||||
}
|
||||
|
||||
// Override field index to 0 in case of double battle where 2/3 remaining legal party members fainted at once
|
||||
const fieldIndex = this.scene.currentBattle.getBattlerCount() === 1 || this.scene.getParty().filter(p => p.isAllowedInBattle()).length > 1 ? this.fieldIndex : 0;
|
||||
|
||||
this.scene.ui.setMode(Mode.PARTY, this.isModal ? PartyUiMode.FAINT_SWITCH : PartyUiMode.POST_BATTLE_SWITCH, fieldIndex, (slotIndex: integer, option: PartyOption) => {
|
||||
this.scene.ui.setMode(Mode.PARTY, isForcedSwitch ? PartyUiMode.FAINT_SWITCH : PartyUiMode.POST_BATTLE_SWITCH, fieldIndex, (slotIndex: integer, option: PartyOption) => {
|
||||
if (slotIndex >= this.scene.currentBattle.getBattlerCount() && slotIndex < 6) {
|
||||
this.scene.unshiftPhase(new SwitchSummonPhase(this.scene, fieldIndex, slotIndex, this.doReturn, option === PartyOption.PASS_BATON));
|
||||
}
|
||||
|
|
|
@ -1,7 +1,11 @@
|
|||
import { BattlerIndex } from "#app/battle";
|
||||
import BattleScene from "#app/battle-scene";
|
||||
import { applyAbAttrs, BypassSpeedChanceAbAttr, PreventBypassSpeedChanceAbAttr, ChangeMovePriorityAbAttr } from "#app/data/ability";
|
||||
import { applyAbAttrs, BypassSpeedChanceAbAttr, ChangeMovePriorityAbAttr, PreventBypassSpeedChanceAbAttr } from "#app/data/ability";
|
||||
import { TrickRoomTag } from "#app/data/arena-tag";
|
||||
import { allMoves, applyMoveAttrs, IncrementMovePriorityAttr, MoveHeaderAttr } from "#app/data/move";
|
||||
import { Abilities } from "#app/enums/abilities";
|
||||
import { BattlerTagType } from "#app/enums/battler-tag-type";
|
||||
import { Moves } from "#app/enums/moves";
|
||||
import { Stat } from "#app/enums/stat";
|
||||
import Pokemon, { PokemonMove } from "#app/field/pokemon";
|
||||
import { BypassSpeedChanceModifier } from "#app/modifier/modifier";
|
||||
|
@ -17,8 +21,6 @@ import { PostTurnStatusEffectPhase } from "./post-turn-status-effect-phase";
|
|||
import { SwitchSummonPhase } from "./switch-summon-phase";
|
||||
import { TurnEndPhase } from "./turn-end-phase";
|
||||
import { WeatherEffectPhase } from "./weather-effect-phase";
|
||||
import { BattlerIndex } from "#app/battle";
|
||||
import { TrickRoomTag } from "#app/data/arena-tag";
|
||||
|
||||
export class TurnStartPhase extends FieldPhase {
|
||||
constructor(scene: BattleScene) {
|
||||
|
@ -87,14 +89,22 @@ export class TurnStartPhase extends FieldPhase {
|
|||
// Non-FIGHT commands (SWITCH, BALL, RUN) have a higher command priority and will always occur before any FIGHT commands.
|
||||
moveOrder = moveOrder.slice(0);
|
||||
moveOrder.sort((a, b) => {
|
||||
const aCommand = this.scene.currentBattle.turnCommands[a];
|
||||
const bCommand = this.scene.currentBattle.turnCommands[b];
|
||||
const aCommand = this.scene.currentBattle.turnCommands[a]!;
|
||||
const bCommand = this.scene.currentBattle.turnCommands[b]!;
|
||||
|
||||
if (aCommand?.command !== bCommand?.command) {
|
||||
if (aCommand?.command === Command.FIGHT) {
|
||||
return 1;
|
||||
} else if (bCommand?.command === Command.FIGHT) {
|
||||
return -1;
|
||||
if (aCommand.command !== bCommand.command) {
|
||||
if (aCommand.command === Command.FIGHT) {
|
||||
if (aCommand.move?.move === Moves.PURSUIT && bCommand.command === Command.POKEMON) {
|
||||
return -1;
|
||||
} else {
|
||||
return 1;
|
||||
}
|
||||
} else if (bCommand.command === Command.FIGHT) {
|
||||
if (bCommand.move?.move === Moves.PURSUIT && aCommand.command === Command.POKEMON) {
|
||||
return 1;
|
||||
} else {
|
||||
return -1;
|
||||
}
|
||||
}
|
||||
} else if (aCommand?.command === Command.FIGHT) {
|
||||
const aMove = allMoves[aCommand.move!.move];
|
||||
|
@ -160,26 +170,54 @@ export class TurnStartPhase extends FieldPhase {
|
|||
if (!queuedMove) {
|
||||
continue;
|
||||
}
|
||||
const move = pokemon.getMoveset().find(m => m?.moveId === queuedMove.move) || new PokemonMove(queuedMove.move);
|
||||
const move = pokemon.getMoveset().find(m => m?.moveId === queuedMove.move) ?? new PokemonMove(queuedMove.move);
|
||||
if (move.getMove().hasAttr(MoveHeaderAttr)) {
|
||||
this.scene.unshiftPhase(new MoveHeaderPhase(this.scene, pokemon, move));
|
||||
}
|
||||
// even though pursuit is ordered before Pokemon commands in the move
|
||||
// order, the SwitchSummonPhase is unshifted onto the phase list, which
|
||||
// would cause it to run before pursuit if pursuit was pushed normally.
|
||||
// the SwitchSummonPhase can't be changed to a push either, because then
|
||||
// the MoveHeaderPhase for all moves would run prior to the switch-out,
|
||||
// which is not correct (eg, when focus punching a switching opponent,
|
||||
// the correct order is switch -> tightening focus message -> attack
|
||||
// fires, not focus -> switch -> attack). so, we have to specifically
|
||||
// unshift pursuit when there are other pokemon commands after it, as
|
||||
// well as order it before any Pokemon commands, otherwise it won't go first.
|
||||
const remainingMoves = moveOrder.slice(moveOrder.findIndex(mo => mo === o) + 1);
|
||||
const pendingOpposingPokemonCommands = remainingMoves.filter(o =>
|
||||
this.scene.currentBattle.turnCommands[o]!.command === Command.POKEMON
|
||||
&& (pokemon.isPlayer() ? o >= BattlerIndex.ENEMY : o < BattlerIndex.ENEMY)
|
||||
);
|
||||
const arePokemonCommandsLeftInQueue = Boolean(pendingOpposingPokemonCommands.length);
|
||||
const addPhase = (
|
||||
queuedMove.move === Moves.PURSUIT && arePokemonCommandsLeftInQueue
|
||||
? this.scene.unshiftPhase
|
||||
: this.scene.pushPhase
|
||||
).bind(this.scene);
|
||||
|
||||
// pursuit also hits the first pokemon to switch out in doubles,
|
||||
// regardless of original target
|
||||
const targets = queuedMove.move === Moves.PURSUIT && arePokemonCommandsLeftInQueue
|
||||
? [pendingOpposingPokemonCommands[0]]
|
||||
: turnCommand.targets || turnCommand.move!.targets;
|
||||
if (pokemon.isPlayer()) {
|
||||
if (turnCommand.cursor === -1) {
|
||||
this.scene.pushPhase(new MovePhase(this.scene, pokemon, turnCommand.targets || turnCommand.move!.targets, move));//TODO: is the bang correct here?
|
||||
addPhase(new MovePhase(this.scene, pokemon, targets, move));
|
||||
} else {
|
||||
const playerPhase = new MovePhase(this.scene, pokemon, turnCommand.targets || turnCommand.move!.targets, move, false, queuedMove.ignorePP);//TODO: is the bang correct here?
|
||||
this.scene.pushPhase(playerPhase);
|
||||
const playerPhase = new MovePhase(this.scene, pokemon, targets, move, false, queuedMove.ignorePP);
|
||||
addPhase(playerPhase);
|
||||
}
|
||||
} else {
|
||||
this.scene.pushPhase(new MovePhase(this.scene, pokemon, turnCommand.targets || turnCommand.move!.targets, move, false, queuedMove.ignorePP));//TODO: is the bang correct here?
|
||||
addPhase(new MovePhase(this.scene, pokemon, targets, move, false, queuedMove.ignorePP));
|
||||
}
|
||||
break;
|
||||
case Command.BALL:
|
||||
this.scene.unshiftPhase(new AttemptCapturePhase(this.scene, turnCommand.targets![0] % 2, turnCommand.cursor!));//TODO: is the bang correct here?
|
||||
break;
|
||||
case Command.POKEMON:
|
||||
this.scene.unshiftPhase(new SwitchSummonPhase(this.scene, pokemon.getFieldIndex(), turnCommand.cursor!, true, turnCommand.args![0] as boolean, pokemon.isPlayer()));//TODO: is the bang correct here?
|
||||
pokemon.addTag(BattlerTagType.ESCAPING);
|
||||
this.scene.unshiftPhase(new SwitchSummonPhase(this.scene, pokemon.getFieldIndex(), turnCommand.cursor!, true, turnCommand.args![0] as boolean, pokemon.isPlayer()));
|
||||
break;
|
||||
case Command.RUN:
|
||||
let runningPokemon = pokemon;
|
||||
|
|
|
@ -0,0 +1,834 @@
|
|||
import { BattlerIndex } from "#app/battle";
|
||||
import { allMoves } from "#app/data/move";
|
||||
import { TerrainType } from "#app/data/terrain";
|
||||
import { Abilities } from "#app/enums/abilities";
|
||||
import { Moves } from "#app/enums/moves";
|
||||
import { Species } from "#app/enums/species";
|
||||
import { Stat } from "#app/enums/stat";
|
||||
import Pokemon, { MoveResult } from "#app/field/pokemon";
|
||||
import { EncounterPhase } from "#app/phases/encounter-phase";
|
||||
import { EnemyCommandPhase } from "#app/phases/enemy-command-phase";
|
||||
import { SwitchSummonPhase } from "#app/phases/switch-summon-phase";
|
||||
import { TurnStartPhase } from "#app/phases/turn-start-phase";
|
||||
import GameManager from "#test/utils/gameManager";
|
||||
import { afterEach, beforeAll, beforeEach, describe, expect, it, vi } from "vitest";
|
||||
|
||||
interface PokemonAssertionChainer {
|
||||
and(expectation: (p?: Pokemon) => PokemonAssertionChainer): PokemonAssertionChainer;
|
||||
and(expectation: (p?: Pokemon) => void): void
|
||||
}
|
||||
|
||||
function chain(pokemon?: Pokemon): PokemonAssertionChainer {
|
||||
return {
|
||||
and: (expectation) => {
|
||||
return expectation(pokemon);
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
function toArray<T>(a?: T | T[]) {
|
||||
return Array.isArray(a) ? a : [a!];
|
||||
}
|
||||
|
||||
describe("Moves - Pursuit", { timeout: 10000 }, () => {
|
||||
let phaserGame: Phaser.Game;
|
||||
let game: GameManager;
|
||||
|
||||
const pursuitMoveDef = allMoves[Moves.PURSUIT];
|
||||
|
||||
const playerLead = Species.MUDSDALE;
|
||||
const enemyLead = Species.KANGASKHAN;
|
||||
|
||||
function startBattle() {
|
||||
return game.startBattle([playerLead, Species.RAICHU, Species.ABSOL]);
|
||||
}
|
||||
|
||||
/**
|
||||
* Many of these tests can't run only to {@linkcode BerryPhase} because of interactions with fainting
|
||||
* during switches. We need to run tests all the way through to the start of the next turn
|
||||
* to ensure that, for example, the game doesn't attempt to switch two pokemon into the same
|
||||
* slot (once in the originally queued summon phase, and the next as a result of {@linkcode FaintPhase})
|
||||
* @param to Phase to run to (default {@linkcode TurnInitPhase})
|
||||
*/
|
||||
async function runCombatTurn(to: string = "TurnInitPhase"): Promise<void> {
|
||||
return await game.phaseInterceptor.to(to, false);
|
||||
}
|
||||
|
||||
function afterFirstSwitch(action: () => void) {
|
||||
game.phaseInterceptor.onNextPhase(EnemyCommandPhase, () =>
|
||||
game.phaseInterceptor.advance().then(action));
|
||||
}
|
||||
|
||||
function playerDoesNothing() {
|
||||
game.override.moveset(Moves.SPLASH);
|
||||
game.move.select(Moves.SPLASH);
|
||||
if (game.scene.currentBattle.double) {
|
||||
game.move.select(Moves.SPLASH, 1);
|
||||
}
|
||||
}
|
||||
|
||||
function playerUsesPursuit(pokemonIndex: 0 | 1 = 0, targetIndex: BattlerIndex = BattlerIndex.ENEMY) {
|
||||
game.move.select(Moves.PURSUIT, pokemonIndex, targetIndex);
|
||||
}
|
||||
|
||||
function playerUsesSwitchMove(pokemonIndex: 0 | 1 = 0) {
|
||||
game.move.select(Moves.U_TURN, pokemonIndex);
|
||||
game.doSelectPartyPokemon(2);
|
||||
}
|
||||
|
||||
function playerSwitches(pokemonIndex: number = 1) {
|
||||
game.doSwitchPokemon(pokemonIndex);
|
||||
}
|
||||
|
||||
function enemyUses(move: Moves) {
|
||||
game.override.enemyMoveset(move);
|
||||
}
|
||||
|
||||
function enemySwitches(once?: boolean) {
|
||||
game.override.forceTrainerSwitches();
|
||||
if (once) {
|
||||
afterFirstSwitch(() => game.override.forceTrainerSwitches(false));
|
||||
}
|
||||
}
|
||||
|
||||
function forceMovesLast(pokemon?: Pokemon | Pokemon[]) {
|
||||
pokemon = toArray(pokemon);
|
||||
const otherPkmn = game.scene.getField().filter(p => p && !pokemon.find(p1 => p1 === p));
|
||||
const moveOrder = ([...otherPkmn, ...pokemon].map(pkmn => pkmn.getBattlerIndex()));
|
||||
|
||||
game.phaseInterceptor.onNextPhase(TurnStartPhase, p => {
|
||||
vi.spyOn(p, "getCommandOrder").mockReturnValue(
|
||||
// TurnStartPhase crashes if a BI returned by getOrder() is fainted.
|
||||
// not an issue normally but some of the test setups can cause this
|
||||
moveOrder!.filter(i => game.scene.getField(false)[i]?.isActive(true))
|
||||
);
|
||||
});
|
||||
}
|
||||
|
||||
function forceMovesFirst(pokemon?: Pokemon | Pokemon[]) {
|
||||
pokemon = toArray(pokemon);
|
||||
const otherPkmn = game.scene.getField().filter(p => p && !pokemon.find(p1 => p1 === p));
|
||||
const moveOrder = ([...pokemon, ...otherPkmn].map(pkmn => pkmn.getBattlerIndex()));
|
||||
|
||||
game.phaseInterceptor.onNextPhase(TurnStartPhase, p => {
|
||||
vi.spyOn(p, "getCommandOrder").mockReturnValue(
|
||||
// TurnStartPhase crashes if a BI returned by getOrder() is fainted.
|
||||
// not an issue normally but some of the test setups can cause this
|
||||
moveOrder!.filter(i => game.scene.getField(false)[i]?.isActive(true))
|
||||
);
|
||||
});
|
||||
}
|
||||
|
||||
function forceLowestPriorityBracket() {
|
||||
vi.spyOn(pursuitMoveDef, "priority", "get").mockReturnValue(-6);
|
||||
}
|
||||
|
||||
function expectPursuitPowerDoubled() {
|
||||
expect(pursuitMoveDef.calculateBattlePower).toHaveReturnedWith(80);
|
||||
}
|
||||
|
||||
function expectPursuitPowerUnchanged() {
|
||||
expect(pursuitMoveDef.calculateBattlePower).toHaveReturnedWith(40);
|
||||
}
|
||||
|
||||
function expectPursuitSucceeded(pokemon?: Pokemon) {
|
||||
const lastMove = pokemon!.getLastXMoves(0)[0];
|
||||
expect(lastMove.move).toBe(Moves.PURSUIT);
|
||||
expect(lastMove.result).toBe(MoveResult.SUCCESS);
|
||||
return chain(pokemon);
|
||||
}
|
||||
|
||||
function expectPursuitFailed(pokemon?: Pokemon) {
|
||||
const lastMove = pokemon!.getLastXMoves(0)[0];
|
||||
expect(lastMove.result).toBe(MoveResult.FAIL);
|
||||
return chain(pokemon);
|
||||
}
|
||||
|
||||
function expectWasHit(pokemon?: Pokemon) {
|
||||
expect(pokemon!.hp).toBeLessThan(pokemon!.getMaxHp());
|
||||
return chain(pokemon);
|
||||
}
|
||||
|
||||
function expectWasNotHit(pokemon?: Pokemon) {
|
||||
expect(pokemon!.hp).toBe(pokemon!.getMaxHp());
|
||||
return chain(pokemon);
|
||||
}
|
||||
|
||||
function expectOnField(pokemon?: Pokemon) {
|
||||
expect(pokemon!.isOnField()).toBe(true);
|
||||
return chain(pokemon);
|
||||
}
|
||||
|
||||
function expectNotOnField(pokemon?: Pokemon) {
|
||||
expect(pokemon!.isOnField()).toBe(false);
|
||||
return chain(pokemon);
|
||||
}
|
||||
|
||||
function expectHasFled(pokemon?: Pokemon) {
|
||||
expect(pokemon!.wildFlee).toBe(true);
|
||||
return chain(pokemon);
|
||||
}
|
||||
|
||||
function expectIsSpecies(species: Species) {
|
||||
return (pokemon?: Pokemon) => {
|
||||
expect(pokemon!.species.speciesId).toBe(species);
|
||||
return chain(pokemon);
|
||||
};
|
||||
}
|
||||
|
||||
function findPartyMember(party: Pokemon[], species: Species) {
|
||||
return party.find(pkmn => pkmn.species.speciesId === species);
|
||||
}
|
||||
|
||||
beforeAll(() => {
|
||||
phaserGame = new Phaser.Game({
|
||||
type: Phaser.HEADLESS,
|
||||
});
|
||||
});
|
||||
|
||||
afterEach(() => {
|
||||
game.phaseInterceptor.restoreOg();
|
||||
});
|
||||
|
||||
beforeEach(() => {
|
||||
game = new GameManager(phaserGame);
|
||||
game.override
|
||||
.battleType("single")
|
||||
.enemyParty([enemyLead, Species.SNORLAX, Species.BASCULIN, Species.ALCREMIE])
|
||||
.startingLevel(20)
|
||||
.startingWave(25)
|
||||
.moveset([Moves.PURSUIT, Moves.U_TURN, Moves.DRAGON_TAIL, Moves.FOLLOW_ME])
|
||||
.enemyMoveset(Moves.SPLASH)
|
||||
.disableCrits();
|
||||
|
||||
vi.spyOn(pursuitMoveDef, "calculateBattlePower");
|
||||
});
|
||||
|
||||
it("should hit for normal power if the target is not switching", async () => {
|
||||
// arrange
|
||||
await startBattle();
|
||||
|
||||
// act
|
||||
playerUsesPursuit();
|
||||
await runCombatTurn();
|
||||
|
||||
// assert
|
||||
expectPursuitPowerUnchanged();
|
||||
expectWasHit(game.scene.getEnemyPokemon());
|
||||
});
|
||||
|
||||
it("should not hit a uturning target for double power if the pursuiter moves before the uturner", async () => {
|
||||
// arrange
|
||||
await startBattle();
|
||||
forceMovesLast(game.scene.getEnemyPokemon());
|
||||
|
||||
// act
|
||||
playerUsesPursuit();
|
||||
enemyUses(Moves.U_TURN);
|
||||
await runCombatTurn();
|
||||
|
||||
// assert
|
||||
expectPursuitPowerUnchanged();
|
||||
expectWasNotHit(game.scene.getEnemyPokemon());
|
||||
expectWasHit(findPartyMember(game.scene.getEnemyParty(), enemyLead))
|
||||
.and(expectNotOnField);
|
||||
});
|
||||
|
||||
it("should hit a hard-switching target for double power (player attacks, enemy switches)", async () => {
|
||||
// arrange
|
||||
await startBattle();
|
||||
|
||||
// act
|
||||
playerUsesPursuit();
|
||||
enemySwitches();
|
||||
await runCombatTurn();
|
||||
|
||||
// assert
|
||||
expectPursuitPowerDoubled();
|
||||
expectWasNotHit(game.scene.getEnemyPokemon());
|
||||
expectNotOnField(findPartyMember(game.scene.getEnemyParty(), enemyLead))
|
||||
.and(expectWasHit);
|
||||
});
|
||||
|
||||
it("should hit a hard-switching target for double power (player switches, enemy attacks)", async () => {
|
||||
// arrange
|
||||
await startBattle();
|
||||
|
||||
// act
|
||||
playerSwitches();
|
||||
enemyUses(Moves.PURSUIT);
|
||||
await runCombatTurn();
|
||||
|
||||
// assert
|
||||
expectPursuitPowerDoubled();
|
||||
expectWasNotHit(game.scene.getPlayerPokemon());
|
||||
expectNotOnField(findPartyMember(game.scene.getParty(), playerLead))
|
||||
.and(expectWasHit);
|
||||
});
|
||||
|
||||
it("should hit an outgoing uturning target if pursuiter has not moved yet (player attacks, enemy switches)", async () => {
|
||||
// arrange
|
||||
await startBattle();
|
||||
forceMovesLast(game.scene.getPlayerPokemon());
|
||||
|
||||
// act
|
||||
playerUsesPursuit();
|
||||
enemyUses(Moves.U_TURN);
|
||||
await runCombatTurn();
|
||||
|
||||
// assert
|
||||
expectPursuitPowerDoubled();
|
||||
expectWasNotHit(game.scene.getEnemyPokemon());
|
||||
expectWasHit(findPartyMember(game.scene.getEnemyParty(), enemyLead))
|
||||
.and(expectNotOnField);
|
||||
});
|
||||
|
||||
it("should hit an outgoing uturning target if pursuiter has not moved yet (player switches, enemy attacks)", async () => {
|
||||
// arrange
|
||||
await startBattle();
|
||||
forceMovesLast(game.scene.getEnemyPokemon());
|
||||
|
||||
// act
|
||||
playerUsesSwitchMove();
|
||||
enemyUses(Moves.PURSUIT);
|
||||
await runCombatTurn();
|
||||
|
||||
// assert
|
||||
expectPursuitPowerDoubled();
|
||||
expectWasNotHit(game.scene.getPlayerPokemon());
|
||||
expectWasHit(findPartyMember(game.scene.getParty(), playerLead))
|
||||
.and(expectNotOnField);
|
||||
});
|
||||
|
||||
it("should bypass accuracy checks when hitting a hard-switching target", async () => {
|
||||
// arrange
|
||||
await startBattle();
|
||||
game.scene.getPlayerPokemon()!.summonData.statStages[Stat.ACC] = -6;
|
||||
game.scene.getEnemyPokemon()!.summonData.statStages[Stat.EVA] = 6;
|
||||
|
||||
// act
|
||||
playerUsesPursuit();
|
||||
enemySwitches();
|
||||
await runCombatTurn();
|
||||
|
||||
// assert
|
||||
expectWasHit(findPartyMember(game.scene.getEnemyParty(), enemyLead));
|
||||
});
|
||||
|
||||
it("should bypass accuracy checks when hitting a uturning target", async () => {
|
||||
// arrange
|
||||
await startBattle();
|
||||
forceMovesLast(game.scene.getPlayerPokemon());
|
||||
game.scene.getEnemyPokemon()!.summonData.statStages[Stat.ACC] = -6;
|
||||
game.scene.getPlayerPokemon()!.summonData.statStages[Stat.EVA] = 6;
|
||||
|
||||
// act
|
||||
playerUsesPursuit();
|
||||
enemyUses(Moves.U_TURN);
|
||||
await runCombatTurn();
|
||||
|
||||
// assert
|
||||
expectWasHit(findPartyMember(game.scene.getEnemyParty(), enemyLead));
|
||||
});
|
||||
|
||||
it.todo("should bypass substitute when hitting an escaping target (hard switch)");
|
||||
|
||||
it.todo("should bypass substitute when hitting an escaping target (switch move)");
|
||||
|
||||
it.todo("should not bypass substitute when hitting a non-escaping target");
|
||||
|
||||
it("should hit a grounded, switching target under Psychic Terrain (switch move)", async () => {
|
||||
// arrange
|
||||
await startBattle();
|
||||
forceMovesLast(game.scene.getPlayerPokemon());
|
||||
game.scene.arena.trySetTerrain(TerrainType.PSYCHIC, false, true);
|
||||
|
||||
// act
|
||||
playerUsesPursuit();
|
||||
enemyUses(Moves.U_TURN);
|
||||
await runCombatTurn();
|
||||
|
||||
// assert
|
||||
expectPursuitPowerDoubled();
|
||||
expectWasHit(findPartyMember(game.scene.getEnemyParty(), enemyLead));
|
||||
});
|
||||
|
||||
it("should hit a grounded, switching target under Psychic Terrain (hard-switch)", async () => {
|
||||
// arrange
|
||||
await startBattle();
|
||||
forceMovesLast(game.scene.getPlayerPokemon());
|
||||
game.scene.arena.trySetTerrain(TerrainType.PSYCHIC, false, true);
|
||||
|
||||
// act
|
||||
playerUsesPursuit();
|
||||
enemySwitches();
|
||||
await runCombatTurn();
|
||||
|
||||
// assert
|
||||
expectPursuitPowerDoubled();
|
||||
expectWasHit(findPartyMember(game.scene.getEnemyParty(), enemyLead));
|
||||
});
|
||||
|
||||
it("should not hit a baton pass user", async () => {
|
||||
// arrange
|
||||
await startBattle();
|
||||
forceMovesLast(game.scene.getPlayerPokemon());
|
||||
game.scene.getEnemyPokemon()!.summonData.statStages[Stat.ACC] = -6;
|
||||
game.scene.getPlayerPokemon()!.summonData.statStages[Stat.EVA] = 6;
|
||||
|
||||
// act
|
||||
playerUsesPursuit();
|
||||
enemyUses(Moves.BATON_PASS);
|
||||
await runCombatTurn();
|
||||
|
||||
// assert
|
||||
expectPursuitPowerUnchanged();
|
||||
expectWasHit(game.scene.getEnemyPokemon());
|
||||
expectWasNotHit(findPartyMember(game.scene.getEnemyParty(), enemyLead))
|
||||
.and(expectNotOnField);
|
||||
});
|
||||
|
||||
it("should not hit a teleport user", () => async () => {
|
||||
// arrange
|
||||
await startBattle();
|
||||
forceMovesLast(game.scene.getPlayerPokemon());
|
||||
forceLowestPriorityBracket();
|
||||
|
||||
// act
|
||||
playerUsesPursuit();
|
||||
enemyUses(Moves.TELEPORT);
|
||||
await runCombatTurn();
|
||||
|
||||
// assert
|
||||
expectPursuitPowerUnchanged();
|
||||
expectWasHit(game.scene.getEnemyPokemon());
|
||||
expectWasNotHit(findPartyMember(game.scene.getEnemyParty(), enemyLead))
|
||||
.and(expectNotOnField);
|
||||
});
|
||||
|
||||
it("should not hit a fleeing wild pokemon", async () => {
|
||||
// arrange
|
||||
game.override
|
||||
.startingWave(24)
|
||||
.disableTrainerWaves();
|
||||
await startBattle();
|
||||
forceMovesLast(game.scene.getPlayerPokemon());
|
||||
|
||||
// act
|
||||
playerUsesPursuit();
|
||||
enemyUses(Moves.U_TURN);
|
||||
await runCombatTurn("BerryPhase");
|
||||
|
||||
// assert
|
||||
expectPursuitFailed(game.scene.getPlayerPokemon());
|
||||
expectWasNotHit(game.scene.getEnemyParty()[0])
|
||||
.and(expectHasFled);
|
||||
});
|
||||
|
||||
it("should not hit a switch move user for double damage if the switch move fails and does not switch out the user", async () => {
|
||||
// arrange
|
||||
await startBattle();
|
||||
forceMovesLast(game.scene.getPlayerPokemon());
|
||||
|
||||
// act
|
||||
playerUsesPursuit();
|
||||
enemyUses(Moves.VOLT_SWITCH);
|
||||
await runCombatTurn();
|
||||
|
||||
// assert
|
||||
expectPursuitPowerUnchanged();
|
||||
expectWasHit(findPartyMember(game.scene.getEnemyParty(), enemyLead))
|
||||
.and(expectOnField);
|
||||
expectWasNotHit(findPartyMember(game.scene.getParty(), playerLead));
|
||||
});
|
||||
|
||||
it("triggers contact abilities on the pokemon that is switching out (hard-switch)", async () => {
|
||||
// arrange
|
||||
game.override.enemyAbility(Abilities.ROUGH_SKIN);
|
||||
await startBattle();
|
||||
forceMovesLast(game.scene.getPlayerPokemon());
|
||||
|
||||
// act
|
||||
playerUsesPursuit();
|
||||
enemySwitches();
|
||||
await runCombatTurn();
|
||||
|
||||
// assert
|
||||
expectPursuitPowerDoubled();
|
||||
expectWasHit(findPartyMember(game.scene.getEnemyParty(), enemyLead));
|
||||
expectWasHit(game.scene.getPlayerPokemon());
|
||||
expect(game.phaseInterceptor.log).toContain("ShowAbilityPhase");
|
||||
});
|
||||
|
||||
it("triggers contact abilities on the pokemon that is switching out (switch move, player switching)", async () => {
|
||||
// arrange
|
||||
game.override.ability(Abilities.STAMINA);
|
||||
await startBattle();
|
||||
forceMovesLast(game.scene.getPlayerPokemon());
|
||||
|
||||
// act
|
||||
playerUsesSwitchMove();
|
||||
enemyUses(Moves.PURSUIT);
|
||||
await runCombatTurn();
|
||||
|
||||
// assert
|
||||
expect(game.phaseInterceptor.log).toContain("ShowAbilityPhase");
|
||||
});
|
||||
|
||||
it("triggers contact abilities on the pokemon that is switching out (switch move, enemy switching)", async () => {
|
||||
// arrange
|
||||
game.override.enemyAbility(Abilities.ROUGH_SKIN);
|
||||
await startBattle();
|
||||
forceMovesLast(game.scene.getEnemyPokemon());
|
||||
|
||||
// act
|
||||
playerUsesSwitchMove();
|
||||
enemySwitches();
|
||||
await runCombatTurn();
|
||||
|
||||
// assert
|
||||
expect(game.phaseInterceptor.log).toContain("ShowAbilityPhase");
|
||||
});
|
||||
|
||||
it("should not have a pokemon fainted by a switch move pursue its killer", async () => {
|
||||
// arrange
|
||||
await startBattle();
|
||||
forceMovesLast(game.scene.getPlayerPokemon());
|
||||
game.scene.getPlayerPokemon()!.hp = 1;
|
||||
|
||||
// act
|
||||
playerUsesPursuit();
|
||||
enemyUses(Moves.U_TURN);
|
||||
await runCombatTurn();
|
||||
|
||||
// assert
|
||||
expect(game.scene.getParty()[0]!.isFainted()).toBe(true);
|
||||
expectWasNotHit(findPartyMember(game.scene.getEnemyParty(), enemyLead))
|
||||
.and(expectNotOnField);
|
||||
});
|
||||
|
||||
it("should not cause two pokemon to enter the field if a switching-out pokemon is fainted by pursuit (hard-switch, enemy faints)", async () => {
|
||||
// arrange
|
||||
await startBattle();
|
||||
forceMovesLast(game.scene.getPlayerPokemon());
|
||||
game.scene.getEnemyPokemon()!.hp = 1;
|
||||
|
||||
// act
|
||||
playerUsesPursuit();
|
||||
enemySwitches();
|
||||
await runCombatTurn();
|
||||
|
||||
// assert
|
||||
expect(game.scene.getEnemyParty().filter(p => p.isOnField())).toHaveLength(1);
|
||||
});
|
||||
|
||||
it("should not cause two pokemon to enter the field if a switching-out pokemon is fainted by pursuit (u-turn, enemy faints)", async () => {
|
||||
// arrange
|
||||
await startBattle();
|
||||
forceMovesLast(game.scene.getPlayerPokemon());
|
||||
game.scene.getEnemyPokemon()!.hp = 1;
|
||||
|
||||
// act
|
||||
playerUsesPursuit();
|
||||
enemyUses(Moves.U_TURN);
|
||||
await runCombatTurn();
|
||||
|
||||
// assert
|
||||
expect(game.scene.getEnemyParty().filter(p => p.isOnField())).toHaveLength(1);
|
||||
});
|
||||
|
||||
it("should not cause two pokemon to enter the field or a premature switch if a switching-out pokemon is fainted by pursuit (hard-switch, player faints)", async () => {
|
||||
// arrange
|
||||
await startBattle();
|
||||
forceMovesLast(game.scene.getEnemyPokemon());
|
||||
game.scene.getPlayerPokemon()!.hp = 1;
|
||||
|
||||
// act
|
||||
playerSwitches();
|
||||
enemyUses(Moves.PURSUIT);
|
||||
await runCombatTurn("TurnEndPhase");
|
||||
|
||||
// assert
|
||||
expect(game.scene.getParty().filter(p => p.isOnField())).toHaveLength(1);
|
||||
// SwitchPhase for fainted pokemon happens after TurnEndPhase - if we
|
||||
// skipped the uturn switch, we shouldn't have executed a switchout by this point
|
||||
expect(game.scene.getPlayerField()[0]?.isFainted()).toBeTruthy();
|
||||
expect(game.phaseInterceptor.log).not.toContain("SwitchSummonPhase");
|
||||
});
|
||||
|
||||
it("should not cause two pokemon to enter the field or a premature switch if a switching-out pokemon is fainted by pursuit (u-turn, player faints)", async () => {
|
||||
// arrange
|
||||
await startBattle();
|
||||
forceMovesLast(game.scene.getEnemyPokemon());
|
||||
game.scene.getPlayerPokemon()!.hp = 1;
|
||||
|
||||
// act
|
||||
playerUsesSwitchMove();
|
||||
enemyUses(Moves.PURSUIT);
|
||||
await runCombatTurn("TurnEndPhase");
|
||||
|
||||
// assert
|
||||
expect(game.scene.getParty().filter(p => p.isOnField())).toHaveLength(1);
|
||||
// SwitchPhase for fainted pokemon happens after TurnEndPhase - if we
|
||||
// skipped the uturn switch, we shouldn't have executed a switchout by this point
|
||||
expect(game.scene.getPlayerField()[0]?.isFainted()).toBeTruthy();
|
||||
expect(game.phaseInterceptor.log).not.toContain("SwitchSummonPhase");
|
||||
});
|
||||
|
||||
describe("doubles interactions", () => {
|
||||
beforeEach(() => {
|
||||
game.override
|
||||
.battleType("double")
|
||||
.enemyMoveset([Moves.PURSUIT, Moves.U_TURN]);
|
||||
});
|
||||
|
||||
it("should bypass follow me when hitting a switching target", async () => {
|
||||
await startBattle();
|
||||
forceMovesLast(game.scene.getEnemyPokemon());
|
||||
|
||||
game.move.select(Moves.FOLLOW_ME);
|
||||
playerUsesSwitchMove(1);
|
||||
game.forceEnemyMove(Moves.PURSUIT, BattlerIndex.PLAYER_2);
|
||||
await game.killPokemon(game.scene.getEnemyField()[1]);
|
||||
await runCombatTurn();
|
||||
|
||||
expectPursuitPowerDoubled();
|
||||
expectWasHit(findPartyMember(game.scene.getParty(), Species.RAICHU))
|
||||
.and(expectNotOnField);
|
||||
expectWasNotHit(findPartyMember(game.scene.getParty(), playerLead));
|
||||
});
|
||||
|
||||
it("should not bypass follow me when hitting a non-switching target", async () => {
|
||||
await startBattle();
|
||||
forceMovesLast(game.scene.getEnemyPokemon());
|
||||
|
||||
game.override.moveset([Moves.FOLLOW_ME, Moves.SPLASH]);
|
||||
game.move.select(Moves.FOLLOW_ME);
|
||||
game.move.select(Moves.SPLASH, 1);
|
||||
game.forceEnemyMove(Moves.PURSUIT, BattlerIndex.PLAYER_2);
|
||||
await game.killPokemon(game.scene.getEnemyField()[1]);
|
||||
await runCombatTurn();
|
||||
|
||||
expectPursuitPowerUnchanged();
|
||||
expectWasHit(findPartyMember(game.scene.getParty(), playerLead));
|
||||
expectWasNotHit(findPartyMember(game.scene.getParty(), Species.RAICHU));
|
||||
});
|
||||
|
||||
it("should not cause the enemy AI to send out a fainted pokemon if they command 2 switches and one of the outgoing pokemon faints to pursuit", async () => {
|
||||
await startBattle();
|
||||
forceMovesLast(game.scene.getPlayerField());
|
||||
game.scene.getEnemyField()[0]!.hp = 1;
|
||||
|
||||
playerUsesPursuit(0);
|
||||
playerUsesPursuit(1);
|
||||
enemySwitches();
|
||||
await runCombatTurn();
|
||||
|
||||
expect(game.scene.getEnemyParty().filter(p => p.isOnField())).toHaveLength(2);
|
||||
expect(game.scene.getEnemyParty().filter(p => p.isOnField() && p.isFainted())).toHaveLength(0);
|
||||
});
|
||||
|
||||
// TODO: is this correct behavior?
|
||||
it("should fail if both pokemon use pursuit on a target that is switching out and it faints after the first one with no other targets on field", async () => {
|
||||
await startBattle();
|
||||
forceMovesLast(game.scene.getPlayerField());
|
||||
game.scene.getEnemyField()[0]!.hp = 1;
|
||||
|
||||
playerUsesPursuit(0);
|
||||
playerUsesPursuit(1);
|
||||
enemySwitches();
|
||||
await game.killPokemon(game.scene.getEnemyField()[1]);
|
||||
await runCombatTurn();
|
||||
|
||||
expectPursuitPowerDoubled();
|
||||
expectPursuitSucceeded(game.scene.getPlayerField()[0]);
|
||||
expectPursuitFailed(game.scene.getPlayerField()[1]);
|
||||
});
|
||||
|
||||
// TODO: is this correct behavior?
|
||||
it("should attack the second switching pokemon if both pokemon switch and the first is KOd", async () => {
|
||||
game.phaseInterceptor.onNextPhase(EncounterPhase, () => {
|
||||
game.scene.currentBattle.enemyLevels = [...game.scene.currentBattle.enemyLevels!, game.scene.currentBattle.enemyLevels![0]];
|
||||
});
|
||||
await startBattle();
|
||||
forceMovesLast(game.scene.getPlayerField());
|
||||
game.scene.getEnemyField()[0]!.hp = 1;
|
||||
|
||||
playerUsesPursuit(0);
|
||||
playerUsesPursuit(1);
|
||||
enemySwitches();
|
||||
afterFirstSwitch(() => {
|
||||
vi.spyOn(game.scene.currentBattle.trainer!, "getPartyMemberMatchupScores").mockReturnValue([[3, 100]]);
|
||||
vi.spyOn(game.scene.getPlayerPokemon()!, "getMatchupScore").mockReturnValue(0);
|
||||
});
|
||||
await runCombatTurn();
|
||||
|
||||
expectPursuitPowerDoubled();
|
||||
expectPursuitSucceeded(game.scene.getPlayerField()[0]);
|
||||
expectPursuitSucceeded(game.scene.getPlayerField()[1]);
|
||||
expectWasHit(findPartyMember(game.scene.getEnemyParty(), Species.SNORLAX));
|
||||
expectNotOnField(findPartyMember(game.scene.getEnemyParty(), enemyLead))
|
||||
.and(p => expect(p?.isFainted()));
|
||||
});
|
||||
|
||||
// TODO: confirm correct behavior and add tests for other pursuit/switch combos in doubles
|
||||
|
||||
it("should not hit a pokemon being forced out with dragon tail", async () => {
|
||||
await startBattle();
|
||||
forceMovesLast(game.scene.getPlayerField());
|
||||
|
||||
game.move.select(Moves.DRAGON_TAIL);
|
||||
playerUsesPursuit(1);
|
||||
enemyUses(Moves.SPLASH);
|
||||
await runCombatTurn();
|
||||
|
||||
// assert
|
||||
expectPursuitPowerUnchanged();
|
||||
expectWasHit(game.scene.getEnemyPokemon()).and(pkmn => {
|
||||
expect(pkmn?.turnData.attacksReceived[0]).toEqual(expect.objectContaining({
|
||||
move: Moves.PURSUIT,
|
||||
result: MoveResult.SUCCESS,
|
||||
}));
|
||||
});
|
||||
});
|
||||
|
||||
// fails: command re-ordering does not work due to particulars of sort/move ordering;
|
||||
// pursuit moves after switch
|
||||
it("should hit the first pokemon to switch out in a double battle regardless of who was targeted", async () => {
|
||||
// arrange
|
||||
await startBattle();
|
||||
forceMovesLast(game.scene.getPlayerField());
|
||||
|
||||
// act
|
||||
playerUsesPursuit(0, BattlerIndex.ENEMY_2);
|
||||
playerUsesPursuit(1, BattlerIndex.ENEMY_2);
|
||||
enemySwitches(true);
|
||||
await runCombatTurn();
|
||||
|
||||
// assert
|
||||
expectPursuitPowerDoubled();
|
||||
expectWasHit(findPartyMember(game.scene.getEnemyParty(), enemyLead)).and(expectNotOnField);
|
||||
expectWasNotHit(game.scene.getEnemyField()[0]);
|
||||
expectWasNotHit(game.scene.getEnemyField()[1]);
|
||||
expectPursuitSucceeded(game.scene.getPlayerField()[0]);
|
||||
expectPursuitSucceeded(game.scene.getPlayerField()[1]);
|
||||
});
|
||||
|
||||
it("should not hit both pokemon in a double battle if both switch out", async () => {
|
||||
// arrange
|
||||
game.phaseInterceptor.onNextPhase(EncounterPhase, () => {
|
||||
game.scene.currentBattle.enemyLevels = [...game.scene.currentBattle.enemyLevels!, game.scene.currentBattle.enemyLevels![0]];
|
||||
});
|
||||
await startBattle();
|
||||
forceMovesLast(game.scene.getPlayerField());
|
||||
|
||||
// act
|
||||
playerUsesPursuit(0, BattlerIndex.ENEMY);
|
||||
playerUsesPursuit(1, BattlerIndex.ENEMY);
|
||||
enemySwitches();
|
||||
afterFirstSwitch(() => {
|
||||
vi.spyOn(game.scene.currentBattle.trainer!, "getPartyMemberMatchupScores").mockReturnValue([[3, 100]]);
|
||||
vi.spyOn(game.scene.getPlayerPokemon()!, "getMatchupScore").mockReturnValue(0);
|
||||
});
|
||||
await runCombatTurn();
|
||||
|
||||
// assert
|
||||
expectPursuitPowerDoubled();
|
||||
expectWasHit(findPartyMember(game.scene.getEnemyParty(), enemyLead)).and(expectNotOnField);
|
||||
expectWasNotHit(game.scene.getEnemyField()[0]).and(expectIsSpecies(Species.BASCULIN));
|
||||
expectWasNotHit(game.scene.getEnemyField()[1]).and(expectIsSpecies(Species.ALCREMIE));
|
||||
expectPursuitSucceeded(game.scene.getPlayerField()[0]);
|
||||
expectPursuitSucceeded(game.scene.getPlayerField()[1]);
|
||||
});
|
||||
|
||||
// This test is hard to verify, because it's hard to observe independently -
|
||||
// but depending on exactly how the command ordering is done, it is possible
|
||||
// for the command order to put one ally's Pursuit move before the other
|
||||
// ally's Pokemon command, even if the pursuit move does not target a
|
||||
// pursuer. At this time, this "appears" to work correctly, because of
|
||||
// nuances in when phases are pushed vs. shifted; but the pursuit
|
||||
// MoveHeaderPhase is actually run before the switch, which is the only way
|
||||
// to find the issue at present. Asserting the direct output of the command order
|
||||
// is probably a better solution.
|
||||
it("should not move or apply tags before switch when ally switches and not pursuing an enemy", async () => {
|
||||
// arrange
|
||||
await startBattle();
|
||||
forceMovesFirst(game.scene.getPlayerField().reverse());
|
||||
|
||||
// act
|
||||
playerSwitches(2);
|
||||
playerUsesPursuit(0);
|
||||
enemyUses(Moves.SPLASH);
|
||||
await game.phaseInterceptor.to(SwitchSummonPhase);
|
||||
|
||||
// assert
|
||||
expect(game.phaseInterceptor.log).not.toContain("MovePhase");
|
||||
expect(game.phaseInterceptor.log).not.toContain("MoveHeaderPhase");
|
||||
});
|
||||
|
||||
it("should not hit a switching ally for double damage (hard-switch, player field)", async () => {
|
||||
// arrange
|
||||
await startBattle();
|
||||
forceMovesLast(game.scene.getPlayerField());
|
||||
|
||||
// act
|
||||
playerSwitches(2);
|
||||
playerUsesPursuit(1, BattlerIndex.PLAYER);
|
||||
enemyUses(Moves.SPLASH);
|
||||
await runCombatTurn();
|
||||
|
||||
// assert
|
||||
expectPursuitPowerUnchanged();
|
||||
expectWasHit(game.scene.getPlayerField()[0]);
|
||||
expectWasNotHit(findPartyMember(game.scene.getParty(), playerLead)).and(expectNotOnField);
|
||||
});
|
||||
|
||||
it("should not hit a switching ally for double damage (hard-switch, enemy field)", async () => {
|
||||
await startBattle();
|
||||
forceMovesLast(game.scene.getEnemyField());
|
||||
|
||||
playerDoesNothing();
|
||||
enemySwitches(true);
|
||||
game.forceEnemyMove(Moves.PURSUIT, BattlerIndex.ENEMY);
|
||||
await runCombatTurn();
|
||||
|
||||
expectPursuitPowerUnchanged();
|
||||
expectWasNotHit(findPartyMember(game.scene.getEnemyParty(), enemyLead)).and(expectNotOnField);
|
||||
expectWasHit(game.scene.getEnemyField()[0]);
|
||||
});
|
||||
|
||||
it("should not hit a switching ally for double damage (switch move, player field)", async () => {
|
||||
// arrange
|
||||
await startBattle();
|
||||
forceMovesLast([...game.scene.getPlayerField()].reverse());
|
||||
|
||||
// act
|
||||
playerUsesPursuit(0, BattlerIndex.PLAYER_2);
|
||||
playerUsesSwitchMove(1); // prompts need to be queued in the order of pursuit, then switch move or else they will softlock
|
||||
enemyUses(Moves.SPLASH);
|
||||
await runCombatTurn();
|
||||
|
||||
// assert
|
||||
expectPursuitPowerUnchanged();
|
||||
expectWasHit(game.scene.getPlayerField()[1]);
|
||||
expectWasNotHit(findPartyMember(game.scene.getParty(), Species.RAICHU)).and(expectNotOnField);
|
||||
});
|
||||
|
||||
it("should not hit a switching ally for double damage (switch move, enemy field)", async () => {
|
||||
// arrange
|
||||
await startBattle();
|
||||
forceMovesLast(game.scene.getEnemyField());
|
||||
|
||||
// act
|
||||
playerDoesNothing();
|
||||
game.forceEnemyMove(Moves.U_TURN);
|
||||
game.forceEnemyMove(Moves.PURSUIT, BattlerIndex.ENEMY);
|
||||
await runCombatTurn();
|
||||
|
||||
// assert
|
||||
expectPursuitPowerUnchanged();
|
||||
expectWasNotHit(findPartyMember(game.scene.getEnemyParty(), enemyLead)).and(expectNotOnField);
|
||||
expectWasHit(game.scene.getEnemyField()[0]);
|
||||
});
|
||||
});
|
||||
});
|
|
@ -35,64 +35,46 @@ describe("Moves - U-turn", () => {
|
|||
});
|
||||
|
||||
it("triggers regenerator a single time when a regenerator user switches out with u-turn", async () => {
|
||||
// arrange
|
||||
const playerHp = 1;
|
||||
game.override.ability(Abilities.REGENERATOR);
|
||||
await game.startBattle([
|
||||
Species.RAICHU,
|
||||
Species.SHUCKLE
|
||||
]);
|
||||
await game.classicMode.startBattle([Species.RAICHU, Species.SHUCKLE]);
|
||||
game.scene.getPlayerPokemon()!.hp = playerHp;
|
||||
|
||||
// act
|
||||
game.move.select(Moves.U_TURN);
|
||||
game.doSelectPartyPokemon(1);
|
||||
await game.phaseInterceptor.to(TurnEndPhase);
|
||||
|
||||
// assert
|
||||
expect(game.scene.getPlayerPokemon()!.species.speciesId).toBe(Species.SHUCKLE);
|
||||
expect(game.scene.getParty()[1].hp).toEqual(Math.floor(game.scene.getParty()[1].getMaxHp() * 0.33 + playerHp));
|
||||
expect(game.phaseInterceptor.log).toContain("SwitchSummonPhase");
|
||||
expect(game.scene.getPlayerPokemon()!.species.speciesId).toBe(Species.SHUCKLE);
|
||||
}, 20000);
|
||||
|
||||
it("triggers rough skin on the u-turn user before a new pokemon is switched in", async () => {
|
||||
// arrange
|
||||
game.override.enemyAbility(Abilities.ROUGH_SKIN);
|
||||
await game.startBattle([
|
||||
Species.RAICHU,
|
||||
Species.SHUCKLE
|
||||
]);
|
||||
await game.classicMode.startBattle([Species.RAICHU, Species.SHUCKLE]);
|
||||
|
||||
// act
|
||||
game.move.select(Moves.U_TURN);
|
||||
game.doSelectPartyPokemon(1);
|
||||
await game.phaseInterceptor.to(SwitchPhase, false);
|
||||
|
||||
// assert
|
||||
const playerPkm = game.scene.getPlayerPokemon()!;
|
||||
expect(playerPkm.species.speciesId).toEqual(Species.RAICHU);
|
||||
expect(playerPkm.hp).not.toEqual(playerPkm.getMaxHp());
|
||||
expect(game.scene.getEnemyPokemon()!.battleData.abilityRevealed).toBe(true); // proxy for asserting ability activated
|
||||
expect(playerPkm.species.speciesId).toEqual(Species.RAICHU);
|
||||
expect(game.phaseInterceptor.log).not.toContain("SwitchSummonPhase");
|
||||
}, 20000);
|
||||
|
||||
it("triggers contact abilities on the u-turn user (eg poison point) before a new pokemon is switched in", async () => {
|
||||
// arrange
|
||||
game.override.enemyAbility(Abilities.POISON_POINT);
|
||||
await game.startBattle([
|
||||
Species.RAICHU,
|
||||
Species.SHUCKLE
|
||||
]);
|
||||
await game.classicMode.startBattle([Species.RAICHU, Species.SHUCKLE]);
|
||||
vi.spyOn(game.scene.getEnemyPokemon()!, "randSeedInt").mockReturnValue(0);
|
||||
|
||||
// act
|
||||
game.move.select(Moves.U_TURN);
|
||||
await game.phaseInterceptor.to(SwitchPhase, false);
|
||||
|
||||
// assert
|
||||
const playerPkm = game.scene.getPlayerPokemon()!;
|
||||
expect(playerPkm.status?.effect).toEqual(StatusEffect.POISON);
|
||||
expect(playerPkm.species.speciesId).toEqual(Species.RAICHU);
|
||||
expect(playerPkm.status?.effect).toEqual(StatusEffect.POISON);
|
||||
expect(game.scene.getEnemyPokemon()!.battleData.abilityRevealed).toBe(true); // proxy for asserting ability activated
|
||||
expect(game.phaseInterceptor.log).not.toContain("SwitchSummonPhase");
|
||||
}, 20000);
|
||||
|
|
|
@ -0,0 +1,50 @@
|
|||
import { BerryPhase } from "#app/phases/berry-phase";
|
||||
import { Mode } from "#app/ui/ui";
|
||||
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, expect, it } from "vitest";
|
||||
|
||||
describe("Moves - Volt Switch", () => {
|
||||
let phaserGame: Phaser.Game;
|
||||
let game: GameManager;
|
||||
const TIMEOUT = 20 * 1000;
|
||||
|
||||
beforeAll(() => {
|
||||
phaserGame = new Phaser.Game({
|
||||
type: Phaser.HEADLESS,
|
||||
});
|
||||
});
|
||||
|
||||
afterEach(() => {
|
||||
game.phaseInterceptor.restoreOg();
|
||||
});
|
||||
|
||||
beforeEach(() => {
|
||||
game = new GameManager(phaserGame);
|
||||
game.override
|
||||
.moveset([Moves.SPLASH])
|
||||
.battleType("single")
|
||||
.enemyAbility(Abilities.BALL_FETCH)
|
||||
.enemyMoveset(Moves.SPLASH);
|
||||
});
|
||||
|
||||
it("does not switch out the user if the move fails", async () => {
|
||||
game.override
|
||||
.enemySpecies(Species.DUGTRIO)
|
||||
.moveset(Moves.VOLT_SWITCH);
|
||||
await game.classicMode.startBattle([Species.RAICHU, Species.SHUCKLE]);
|
||||
|
||||
game.move.select(Moves.VOLT_SWITCH);
|
||||
game.onNextPrompt("SwitchPhase", Mode.PARTY, () => {
|
||||
expect.fail("Switch was forced");
|
||||
}, () => game.isCurrentPhase(BerryPhase));
|
||||
await game.phaseInterceptor.to(BerryPhase, false);
|
||||
|
||||
const playerPkm = game.scene.getPlayerPokemon()!;
|
||||
expect(playerPkm.species.speciesId).toEqual(Species.RAICHU);
|
||||
expect(game.phaseInterceptor.log).not.toContain("SwitchSummonPhase");
|
||||
}, TIMEOUT);
|
||||
});
|
|
@ -88,7 +88,7 @@ describe("UI - Starter select", () => {
|
|||
resolve();
|
||||
});
|
||||
});
|
||||
await game.phaseInterceptor.whenAboutToRun(EncounterPhase);
|
||||
await game.phaseInterceptor.to(EncounterPhase, false);
|
||||
|
||||
expect(game.scene.getParty()[0].species.speciesId).toBe(Species.BULBASAUR);
|
||||
expect(game.scene.getParty()[0].shiny).toBe(true);
|
||||
|
@ -149,7 +149,7 @@ describe("UI - Starter select", () => {
|
|||
resolve();
|
||||
});
|
||||
});
|
||||
await game.phaseInterceptor.whenAboutToRun(EncounterPhase);
|
||||
await game.phaseInterceptor.to(EncounterPhase, false);
|
||||
|
||||
expect(game.scene.getParty()[0].species.speciesId).toBe(Species.BULBASAUR);
|
||||
expect(game.scene.getParty()[0].shiny).toBe(true);
|
||||
|
@ -213,7 +213,7 @@ describe("UI - Starter select", () => {
|
|||
resolve();
|
||||
});
|
||||
});
|
||||
await game.phaseInterceptor.whenAboutToRun(EncounterPhase);
|
||||
await game.phaseInterceptor.to(EncounterPhase, false);
|
||||
|
||||
expect(game.scene.getParty()[0].species.speciesId).toBe(Species.BULBASAUR);
|
||||
expect(game.scene.getParty()[0].shiny).toBe(true);
|
||||
|
@ -276,7 +276,7 @@ describe("UI - Starter select", () => {
|
|||
resolve();
|
||||
});
|
||||
});
|
||||
await game.phaseInterceptor.whenAboutToRun(EncounterPhase);
|
||||
await game.phaseInterceptor.to(EncounterPhase, false);
|
||||
|
||||
expect(game.scene.getParty()[0].species.speciesId).toBe(Species.BULBASAUR);
|
||||
expect(game.scene.getParty()[0].shiny).toBe(true);
|
||||
|
@ -337,7 +337,7 @@ describe("UI - Starter select", () => {
|
|||
resolve();
|
||||
});
|
||||
});
|
||||
await game.phaseInterceptor.whenAboutToRun(EncounterPhase);
|
||||
await game.phaseInterceptor.to(EncounterPhase, false);
|
||||
|
||||
expect(game.scene.getParty()[0].species.speciesId).toBe(Species.BULBASAUR);
|
||||
expect(game.scene.getParty()[0].shiny).toBe(false);
|
||||
|
@ -398,7 +398,7 @@ describe("UI - Starter select", () => {
|
|||
resolve();
|
||||
});
|
||||
});
|
||||
await game.phaseInterceptor.whenAboutToRun(EncounterPhase);
|
||||
await game.phaseInterceptor.to(EncounterPhase, false);
|
||||
|
||||
expect(game.scene.getParty()[0].species.speciesId).toBe(Species.BULBASAUR);
|
||||
expect(game.scene.getParty()[0].shiny).toBe(true);
|
||||
|
@ -458,7 +458,7 @@ describe("UI - Starter select", () => {
|
|||
resolve();
|
||||
});
|
||||
});
|
||||
await game.phaseInterceptor.whenAboutToRun(EncounterPhase);
|
||||
await game.phaseInterceptor.to(EncounterPhase, false);
|
||||
|
||||
expect(game.scene.getParty()[0].species.speciesId).toBe(Species.BULBASAUR);
|
||||
expect(game.scene.getParty()[0].shiny).toBe(true);
|
||||
|
@ -525,7 +525,7 @@ describe("UI - Starter select", () => {
|
|||
const saveSlotSelectUiHandler = game.scene.ui.getHandler() as SaveSlotSelectUiHandler;
|
||||
saveSlotSelectUiHandler.processInput(Button.ACTION);
|
||||
});
|
||||
await game.phaseInterceptor.whenAboutToRun(EncounterPhase);
|
||||
await game.phaseInterceptor.to(EncounterPhase, false);
|
||||
expect(game.scene.getParty()[0].species.speciesId).toBe(Species.CATERPIE);
|
||||
}, 20000);
|
||||
|
||||
|
@ -591,7 +591,7 @@ describe("UI - Starter select", () => {
|
|||
const saveSlotSelectUiHandler = game.scene.ui.getHandler() as SaveSlotSelectUiHandler;
|
||||
saveSlotSelectUiHandler.processInput(Button.ACTION);
|
||||
});
|
||||
await game.phaseInterceptor.whenAboutToRun(EncounterPhase);
|
||||
await game.phaseInterceptor.to(EncounterPhase, false);
|
||||
expect(game.scene.getParty()[0].species.speciesId).toBe(Species.NIDORAN_M);
|
||||
}, 20000);
|
||||
});
|
||||
|
|
|
@ -1,20 +1,23 @@
|
|||
import { updateUserInfo } from "#app/account";
|
||||
import { BattlerIndex } from "#app/battle";
|
||||
import BattleScene from "#app/battle-scene";
|
||||
import { BattleStyle } from "#app/enums/battle-style";
|
||||
import { Moves } from "#app/enums/moves";
|
||||
import { getMoveTargets } from "#app/data/move";
|
||||
import { EnemyPokemon, PlayerPokemon } from "#app/field/pokemon";
|
||||
import { BattleStyle } from "#app/enums/battle-style";
|
||||
import { ExpGainsSpeed } from "#app/enums/exp-gains-speed";
|
||||
import { Moves } from "#app/enums/moves";
|
||||
import Pokemon from "#app/field/pokemon";
|
||||
import Trainer from "#app/field/trainer";
|
||||
import { GameModes, getGameMode } from "#app/game-mode";
|
||||
import { ModifierTypeOption, modifierTypes } from "#app/modifier/modifier-type";
|
||||
import overrides from "#app/overrides";
|
||||
import { CheckSwitchPhase } from "#app/phases/check-switch-phase";
|
||||
import { CommandPhase } from "#app/phases/command-phase";
|
||||
import { EncounterPhase } from "#app/phases/encounter-phase";
|
||||
import { EnemyCommandPhase } from "#app/phases/enemy-command-phase";
|
||||
import { FaintPhase } from "#app/phases/faint-phase";
|
||||
import { LoginPhase } from "#app/phases/login-phase";
|
||||
import { MovePhase } from "#app/phases/move-phase";
|
||||
import { MysteryEncounterPhase } from "#app/phases/mystery-encounter-phases";
|
||||
import { NewBattlePhase } from "#app/phases/new-battle-phase";
|
||||
import { SelectStarterPhase } from "#app/phases/select-starter-phase";
|
||||
import { SelectTargetPhase } from "#app/phases/select-target-phase";
|
||||
|
@ -24,13 +27,16 @@ import { TurnInitPhase } from "#app/phases/turn-init-phase";
|
|||
import { TurnStartPhase } from "#app/phases/turn-start-phase";
|
||||
import ErrorInterceptor from "#app/test/utils/errorInterceptor";
|
||||
import InputsHandler from "#app/test/utils/inputsHandler";
|
||||
import BattleMessageUiHandler from "#app/ui/battle-message-ui-handler";
|
||||
import CommandUiHandler from "#app/ui/command-ui-handler";
|
||||
import ModifierSelectUiHandler from "#app/ui/modifier-select-ui-handler";
|
||||
import PartyUiHandler from "#app/ui/party-ui-handler";
|
||||
import TargetSelectUiHandler from "#app/ui/target-select-ui-handler";
|
||||
import { Mode } from "#app/ui/ui";
|
||||
import { isNullOrUndefined } from "#app/utils";
|
||||
import { Button } from "#enums/buttons";
|
||||
import { ExpNotification } from "#enums/exp-notification";
|
||||
import { MysteryEncounterType } from "#enums/mystery-encounter-type";
|
||||
import { PlayerGender } from "#enums/player-gender";
|
||||
import { Species } from "#enums/species";
|
||||
import { generateStarter, waitUntil } from "#test/utils/gameManagerUtils";
|
||||
|
@ -39,21 +45,14 @@ import PhaseInterceptor from "#test/utils/phaseInterceptor";
|
|||
import TextInterceptor from "#test/utils/TextInterceptor";
|
||||
import { AES, enc } from "crypto-js";
|
||||
import fs from "fs";
|
||||
import { vi } from "vitest";
|
||||
import { expect, vi } from "vitest";
|
||||
import { ChallengeModeHelper } from "./helpers/challengeModeHelper";
|
||||
import { ClassicModeHelper } from "./helpers/classicModeHelper";
|
||||
import { DailyModeHelper } from "./helpers/dailyModeHelper";
|
||||
import { ChallengeModeHelper } from "./helpers/challengeModeHelper";
|
||||
import { MoveHelper } from "./helpers/moveHelper";
|
||||
import { OverridesHelper } from "./helpers/overridesHelper";
|
||||
import { SettingsHelper } from "./helpers/settingsHelper";
|
||||
import { ReloadHelper } from "./helpers/reloadHelper";
|
||||
import { CheckSwitchPhase } from "#app/phases/check-switch-phase";
|
||||
import BattleMessageUiHandler from "#app/ui/battle-message-ui-handler";
|
||||
import { MysteryEncounterPhase } from "#app/phases/mystery-encounter-phases";
|
||||
import { expect } from "vitest";
|
||||
import { MysteryEncounterType } from "#enums/mystery-encounter-type";
|
||||
import { isNullOrUndefined } from "#app/utils";
|
||||
import { ExpGainsSpeed } from "#app/enums/exp-gains-speed";
|
||||
import { SettingsHelper } from "./helpers/settingsHelper";
|
||||
|
||||
/**
|
||||
* Class to manage the game state and transitions between phases.
|
||||
|
@ -141,7 +140,7 @@ export default class GameManager {
|
|||
* @returns A promise that resolves when the title phase is reached.
|
||||
*/
|
||||
async runToTitle(): Promise<void> {
|
||||
await this.phaseInterceptor.whenAboutToRun(LoginPhase);
|
||||
await this.phaseInterceptor.to(LoginPhase, false);
|
||||
this.phaseInterceptor.pop();
|
||||
await this.phaseInterceptor.run(TitlePhase);
|
||||
|
||||
|
@ -251,7 +250,7 @@ export default class GameManager {
|
|||
* @param {BattlerIndex} targetIndex The index of the attack target, or `undefined` for multi-target attacks
|
||||
* @param movePosition The index of the move in the pokemon's moveset array
|
||||
*/
|
||||
selectTarget(movePosition: integer, targetIndex?: BattlerIndex) {
|
||||
selectTarget(movePosition: number, targetIndex?: BattlerIndex) {
|
||||
this.onNextPrompt("SelectTargetPhase", Mode.TARGET_SELECT, () => {
|
||||
const handler = this.scene.ui.getHandler() as TargetSelectUiHandler;
|
||||
const move = (this.scene.getCurrentPhase() as SelectTargetPhase).getPokemon().getMoveset()[movePosition]!.getMove(); // TODO: is the bang correct?
|
||||
|
@ -397,7 +396,7 @@ export default class GameManager {
|
|||
return updateUserInfo();
|
||||
}
|
||||
|
||||
async killPokemon(pokemon: PlayerPokemon | EnemyPokemon) {
|
||||
async killPokemon(pokemon: Pokemon) {
|
||||
return new Promise<void>(async (resolve, reject) => {
|
||||
pokemon.hp = 0;
|
||||
this.scene.pushPhase(new FaintPhase(this.scene, pokemon.getBattlerIndex(), true));
|
||||
|
@ -441,6 +440,10 @@ export default class GameManager {
|
|||
*/
|
||||
doSelectPartyPokemon(slot: number, inPhase = "SwitchPhase") {
|
||||
this.onNextPrompt(inPhase, Mode.PARTY, () => {
|
||||
if (this.scene.getParty()[slot].isActive(true)) {
|
||||
throw new Error("Attempting to switch in a party member that is already active");
|
||||
}
|
||||
|
||||
const partyHandler = this.scene.ui.getHandler() as PartyUiHandler;
|
||||
|
||||
partyHandler.setCursor(slot);
|
||||
|
@ -458,10 +461,11 @@ export default class GameManager {
|
|||
* await game.setTurnOrder([BattlerIndex.PLAYER, BattlerIndex.ENEMY, BattlerIndex.ENEMY_2, BattlerIndex.PLAYER_2]);
|
||||
* ```
|
||||
*/
|
||||
async setTurnOrder(order: BattlerIndex[]): Promise<void> {
|
||||
async setTurnOrder(order: BattlerIndex[], modifyPriority: boolean = false): Promise<void> {
|
||||
await this.phaseInterceptor.to(TurnStartPhase, false);
|
||||
console.log(`${modifyPriority ? "Turn" : "Speed"} order modified to: `, order);
|
||||
|
||||
vi.spyOn(this.scene.getCurrentPhase() as TurnStartPhase, "getSpeedOrder").mockReturnValue(order);
|
||||
vi.spyOn(this.scene.getCurrentPhase() as TurnStartPhase, (modifyPriority ? "getCommandOrder" : "getSpeedOrder")).mockReturnValue(order);
|
||||
}
|
||||
|
||||
/**
|
||||
|
|
|
@ -8,10 +8,10 @@ import * as GameMode from "#app/game-mode";
|
|||
import { GameModes, getGameMode } from "#app/game-mode";
|
||||
import { ModifierOverride } from "#app/modifier/modifier-type";
|
||||
import Overrides from "#app/overrides";
|
||||
import { MysteryEncounterTier } from "#enums/mystery-encounter-tier";
|
||||
import { MysteryEncounterType } from "#enums/mystery-encounter-type";
|
||||
import { vi } from "vitest";
|
||||
import { GameManagerHelper } from "./gameManagerHelper";
|
||||
import { MysteryEncounterType } from "#enums/mystery-encounter-type";
|
||||
import { MysteryEncounterTier } from "#enums/mystery-encounter-tier";
|
||||
|
||||
/**
|
||||
* Helper to handle overrides in tests
|
||||
|
@ -325,6 +325,27 @@ export class OverridesHelper extends GameManagerHelper {
|
|||
return this;
|
||||
}
|
||||
|
||||
/**
|
||||
* Overrides the trainer AI's party
|
||||
* @param species List of pokemon to generate in the party
|
||||
* @returns this
|
||||
*/
|
||||
enemyParty(species: Species[]) {
|
||||
vi.spyOn(Overrides, "TRAINER_PARTY_OVERRIDE", "get").mockReturnValue(species);
|
||||
this.log("Enemy trainer party set to:", species);
|
||||
return this;
|
||||
}
|
||||
|
||||
/**
|
||||
* Forces the AI to always switch out, or reset to allow normal switching decisions
|
||||
* @returns this
|
||||
*/
|
||||
forceTrainerSwitches(newValue: boolean = true) {
|
||||
vi.spyOn(Overrides, "TRAINER_ALWAYS_SWITCHES_OVERRIDE", "get").mockReturnValue(newValue);
|
||||
this.log("Trainers will always switch out set to:", newValue);
|
||||
return this;
|
||||
}
|
||||
|
||||
/**
|
||||
* Override the encounter chance for a mystery encounter.
|
||||
* @param percentage the encounter chance in %
|
||||
|
|
|
@ -1,5 +1,4 @@
|
|||
import { Phase } from "#app/phase";
|
||||
import ErrorInterceptor from "#app/test/utils/errorInterceptor";
|
||||
import { AttemptRunPhase } from "#app/phases/attempt-run-phase";
|
||||
import { BattleEndPhase } from "#app/phases/battle-end-phase";
|
||||
import { BerryPhase } from "#app/phases/berry-phase";
|
||||
|
@ -11,17 +10,28 @@ import { EncounterPhase } from "#app/phases/encounter-phase";
|
|||
import { EndEvolutionPhase } from "#app/phases/end-evolution-phase";
|
||||
import { EnemyCommandPhase } from "#app/phases/enemy-command-phase";
|
||||
import { EvolutionPhase } from "#app/phases/evolution-phase";
|
||||
import { ExpPhase } from "#app/phases/exp-phase";
|
||||
import { FaintPhase } from "#app/phases/faint-phase";
|
||||
import { LearnMovePhase } from "#app/phases/learn-move-phase";
|
||||
import { LevelCapPhase } from "#app/phases/level-cap-phase";
|
||||
import { LoginPhase } from "#app/phases/login-phase";
|
||||
import { MessagePhase } from "#app/phases/message-phase";
|
||||
import { ModifierRewardPhase } from "#app/phases/modifier-reward-phase";
|
||||
import { MoveEffectPhase } from "#app/phases/move-effect-phase";
|
||||
import { MoveEndPhase } from "#app/phases/move-end-phase";
|
||||
import { MovePhase } from "#app/phases/move-phase";
|
||||
import {
|
||||
MysteryEncounterBattlePhase,
|
||||
MysteryEncounterOptionSelectedPhase,
|
||||
MysteryEncounterPhase,
|
||||
MysteryEncounterRewardsPhase,
|
||||
PostMysteryEncounterPhase
|
||||
} from "#app/phases/mystery-encounter-phases";
|
||||
import { NewBattlePhase } from "#app/phases/new-battle-phase";
|
||||
import { NewBiomeEncounterPhase } from "#app/phases/new-biome-encounter-phase";
|
||||
import { NextEncounterPhase } from "#app/phases/next-encounter-phase";
|
||||
import { PartyExpPhase } from "#app/phases/party-exp-phase";
|
||||
import { PartyHealPhase } from "#app/phases/party-heal-phase";
|
||||
import { PostSummonPhase } from "#app/phases/post-summon-phase";
|
||||
import { QuietFormChangePhase } from "#app/phases/quiet-form-change-phase";
|
||||
import { SelectGenderPhase } from "#app/phases/select-gender-phase";
|
||||
|
@ -41,17 +51,11 @@ import { TurnInitPhase } from "#app/phases/turn-init-phase";
|
|||
import { TurnStartPhase } from "#app/phases/turn-start-phase";
|
||||
import { UnavailablePhase } from "#app/phases/unavailable-phase";
|
||||
import { VictoryPhase } from "#app/phases/victory-phase";
|
||||
import { PartyHealPhase } from "#app/phases/party-heal-phase";
|
||||
import ErrorInterceptor from "#app/test/utils/errorInterceptor";
|
||||
import UI, { Mode } from "#app/ui/ui";
|
||||
import {
|
||||
MysteryEncounterBattlePhase,
|
||||
MysteryEncounterOptionSelectedPhase,
|
||||
MysteryEncounterPhase,
|
||||
MysteryEncounterRewardsPhase,
|
||||
PostMysteryEncounterPhase
|
||||
} from "#app/phases/mystery-encounter-phases";
|
||||
import { ModifierRewardPhase } from "#app/phases/modifier-reward-phase";
|
||||
import { PartyExpPhase } from "#app/phases/party-exp-phase";
|
||||
import { expect } from "vitest";
|
||||
|
||||
type PhaseClassType = (abstract new (...args: any) => Phase); // `typeof Phase` does not work here because of some issue with ctor signatures
|
||||
|
||||
export interface PromptHandler {
|
||||
phaseTarget?: string;
|
||||
|
@ -60,7 +64,6 @@ export interface PromptHandler {
|
|||
expireFn?: () => void;
|
||||
awaitingActionInput?: boolean;
|
||||
}
|
||||
import { ExpPhase } from "#app/phases/exp-phase";
|
||||
|
||||
export default class PhaseInterceptor {
|
||||
public scene;
|
||||
|
@ -211,13 +214,21 @@ export default class PhaseInterceptor {
|
|||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* Advance a single phase
|
||||
* @returns A promise that resolves when the next phase has started
|
||||
*/
|
||||
advance(): Promise<void> {
|
||||
return this.run(this.onHold[0]);
|
||||
}
|
||||
|
||||
/**
|
||||
* Method to run a phase with an optional skip function.
|
||||
* @param phaseTarget - The phase to run.
|
||||
* @param skipFn - Optional skip function.
|
||||
* @returns A promise that resolves when the phase is run.
|
||||
*/
|
||||
run(phaseTarget, skipFn?): Promise<void> {
|
||||
async run(phaseTarget, skipFn?): Promise<void> {
|
||||
const targetName = typeof phaseTarget === "string" ? phaseTarget : phaseTarget.name;
|
||||
this.scene.moveAnimations = null; // Mandatory to avoid crash
|
||||
return new Promise(async (resolve, reject) => {
|
||||
|
@ -251,18 +262,24 @@ export default class PhaseInterceptor {
|
|||
});
|
||||
}
|
||||
|
||||
whenAboutToRun(phaseTarget, skipFn?): Promise<void> {
|
||||
const targetName = typeof phaseTarget === "string" ? phaseTarget : phaseTarget.name;
|
||||
/**
|
||||
* The next time a phase of the given type would be run, first run the provided callback.
|
||||
* The phase instance is passed to the callback, for easier mocking.
|
||||
*
|
||||
* This function does not actually start running phases - for that, see {@linkcode to()}.
|
||||
* @param phaseType Class type of the phase you want to tap
|
||||
* @param cb callback to run when the phase next arrives
|
||||
*/
|
||||
onNextPhase<T extends PhaseClassType>(phaseType: T, cb: (phase: InstanceType<T>) => void) {
|
||||
const targetName = phaseType.name;
|
||||
this.scene.moveAnimations = null; // Mandatory to avoid crash
|
||||
return new Promise(async (resolve, reject) => {
|
||||
ErrorInterceptor.getInstance().add(this);
|
||||
const interval = setInterval(async () => {
|
||||
const currentPhase = this.onHold[0];
|
||||
if (currentPhase?.name === targetName) {
|
||||
clearInterval(interval);
|
||||
resolve();
|
||||
}
|
||||
});
|
||||
ErrorInterceptor.getInstance().add(this);
|
||||
const interval = setInterval(async () => {
|
||||
const currentPhase = this.onHold[0];
|
||||
if (currentPhase?.name === targetName) {
|
||||
clearInterval(interval);
|
||||
cb(this.scene.getCurrentPhase());
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
|
@ -359,6 +376,13 @@ export default class PhaseInterceptor {
|
|||
* Method to start the prompt handler.
|
||||
*/
|
||||
startPromptHandler() {
|
||||
const PROMPT_TIMEOUT = 2000;
|
||||
|
||||
let timeSpentInPrompt = 0;
|
||||
let lastTime: number | undefined = undefined;
|
||||
let lastPhase, lastPromptPhase, lastMode;
|
||||
let warned = false;
|
||||
|
||||
this.promptInterval = setInterval(() => {
|
||||
if (this.prompts.length) {
|
||||
const actionForNextPrompt = this.prompts[0];
|
||||
|
@ -366,8 +390,31 @@ export default class PhaseInterceptor {
|
|||
const currentMode = this.scene.ui.getMode();
|
||||
const currentPhase = this.scene.getCurrentPhase()?.constructor.name;
|
||||
const currentHandler = this.scene.ui.getHandler();
|
||||
|
||||
if (lastPhase === currentPhase && lastPromptPhase === actionForNextPrompt.phaseTarget && lastMode === currentMode && currentMode !== Mode.MESSAGE) {
|
||||
const currentTime = Date.now();
|
||||
timeSpentInPrompt += lastTime === undefined ? 0 : currentTime - lastTime;
|
||||
lastTime = currentTime;
|
||||
|
||||
if (timeSpentInPrompt > PROMPT_TIMEOUT && !warned) {
|
||||
warned = true;
|
||||
console.error("Prompt handling stalled waiting for prompt:", actionForNextPrompt);
|
||||
expect.fail("Prompt timeout");
|
||||
}
|
||||
} else {
|
||||
warned = false;
|
||||
lastMode = currentMode;
|
||||
lastPhase = currentPhase;
|
||||
lastPromptPhase = actionForNextPrompt.phaseTarget;
|
||||
timeSpentInPrompt = 0;
|
||||
}
|
||||
|
||||
|
||||
if (expireFn) {
|
||||
this.prompts.shift();
|
||||
console.log(`Prompt for ${actionForNextPrompt.phaseTarget} (mode ${actionForNextPrompt.mode}) has expired`);
|
||||
timeSpentInPrompt = 0;
|
||||
lastTime = undefined;
|
||||
} else if (currentMode === actionForNextPrompt.mode && currentPhase === actionForNextPrompt.phaseTarget && currentHandler.active && (!actionForNextPrompt.awaitingActionInput || (actionForNextPrompt.awaitingActionInput && currentHandler.awaitingActionInput))) {
|
||||
const prompt = this.prompts.shift();
|
||||
if (prompt?.callback) {
|
||||
|
@ -394,6 +441,7 @@ export default class PhaseInterceptor {
|
|||
expireFn,
|
||||
awaitingActionInput
|
||||
});
|
||||
console.log(`Prompt added for ${phaseTarget} (mode ${mode})`);
|
||||
}
|
||||
|
||||
/**
|
||||
|
|
Loading…
Reference in New Issue