[Bug Fix] Correct PostSummonPhase Timing for Abilities and Entry Hazards (#2108)
* added test for spikes + forceOpponentToSwitch * added conditionalQueue && pushConditionalPhase to fix entry hasard and abilities at post summon * reduce timeout time to default
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@ -168,6 +168,7 @@ export default class BattleScene extends SceneBase {
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public sessionSlotId: integer;
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public phaseQueue: Phase[];
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public conditionalQueue: Array<[() => boolean, Phase]>;
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private phaseQueuePrepend: Phase[];
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private phaseQueuePrependSpliceIndex: integer;
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private nextCommandPhaseQueue: Phase[];
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@ -252,6 +253,7 @@ export default class BattleScene extends SceneBase {
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super("battle");
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this.phaseQueue = [];
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this.phaseQueuePrepend = [];
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this.conditionalQueue = [];
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this.phaseQueuePrependSpliceIndex = -1;
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this.nextCommandPhaseQueue = [];
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this.updateGameInfo();
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@ -1843,6 +1845,21 @@ export default class BattleScene extends SceneBase {
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return this.standbyPhase;
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}
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/**
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* Adds a phase to the conditional queue and ensures it is executed only when the specified condition is met.
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*
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* This method allows deferring the execution of a phase until certain conditions are met, which is useful for handling
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* situations like abilities and entry hazards that depend on specific game states.
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*
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* @param {Phase} phase - The phase to be added to the conditional queue.
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* @param {() => boolean} condition - A function that returns a boolean indicating whether the phase should be executed.
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*
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*/
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pushConditionalPhase(phase: Phase, condition: () => boolean): void {
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this.conditionalQueue.push([condition, phase]);
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}
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pushPhase(phase: Phase, defer: boolean = false): void {
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(!defer ? this.phaseQueue : this.nextCommandPhaseQueue).push(phase);
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}
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@ -1886,6 +1903,21 @@ export default class BattleScene extends SceneBase {
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this.populatePhaseQueue();
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}
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this.currentPhase = this.phaseQueue.shift();
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// Check if there are any conditional phases queued
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if (this.conditionalQueue?.length) {
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// Retrieve the first conditional phase from the queue
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const conditionalPhase = this.conditionalQueue.shift();
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// Evaluate the condition associated with the phase
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if (conditionalPhase[0]()) {
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// If the condition is met, add the phase to the front of the phase queue
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this.unshiftPhase(conditionalPhase[1]);
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} else {
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// If the condition is not met, re-add the phase back to the front of the conditional queue
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this.conditionalQueue.unshift(conditionalPhase);
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}
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}
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this.currentPhase.start();
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}
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@ -1024,6 +1024,15 @@ export class EncounterPhase extends BattlePhase {
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});
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if (this.scene.currentBattle.battleType !== BattleType.TRAINER) {
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enemyField.map(p => this.scene.pushConditionalPhase(new PostSummonPhase(this.scene, p.getBattlerIndex()), () => {
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// is the player party initialized ?
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const a = !!this.scene.getParty()?.length;
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// how many player pokemon are on the field ?
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const amountOnTheField = this.scene.getParty().filter(p => p.isOnField()).length;
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// if it's a double, there should be 2, otherwise 1
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const b = this.scene.currentBattle.double ? amountOnTheField === 2 : amountOnTheField === 1;
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return a && b;
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}));
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const ivScannerModifier = this.scene.findModifier(m => m instanceof IvScannerModifier);
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if (ivScannerModifier) {
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enemyField.map(p => this.scene.pushPhase(new ScanIvsPhase(this.scene, p.getBattlerIndex(), Math.min(ivScannerModifier.getStackCount() * 2, 6))));
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@ -1479,10 +1488,6 @@ export class SummonPhase extends PartyMemberPokemonPhase {
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if (!this.loaded || this.scene.currentBattle.battleType === BattleType.TRAINER || (this.scene.currentBattle.waveIndex % 10) === 1) {
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this.scene.triggerPokemonFormChange(pokemon, SpeciesFormChangeActiveTrigger, true);
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}
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if (pokemon.isPlayer()) {
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// postSummon for player only here, since we want the postSummon from opponent to be call in the turnInitPhase
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// covering both wild & trainer battles
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this.queuePostSummon();
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}
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}
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@ -1797,13 +1802,6 @@ export class TurnInitPhase extends FieldPhase {
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start() {
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super.start();
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const enemyField = this.scene.getEnemyField().filter(p => p.isActive()) as Pokemon[];
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enemyField.map(p => {
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if (p.battleSummonData.turnCount !== 1) {
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return;
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}
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return this.scene.unshiftPhase(new PostSummonPhase(this.scene, p.getBattlerIndex()));
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});
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this.scene.getPlayerField().forEach(p => {
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// If this pokemon is in play and evolved into something illegal under the current challenge, force a switch
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@ -0,0 +1,128 @@
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import {afterEach, beforeAll, beforeEach, describe, expect, it, vi} from "vitest";
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import Phaser from "phaser";
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import GameManager from "#app/test/utils/gameManager";
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import * as overrides from "#app/overrides";
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import {Abilities} from "#app/data/enums/abilities";
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import {Species} from "#app/data/enums/species";
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import {
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CommandPhase
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} from "#app/phases";
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import {Moves} from "#app/data/enums/moves";
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describe("Moves - Spikes", () => {
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let phaserGame: Phaser.Game;
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let game: GameManager;
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beforeAll(() => {
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phaserGame = new Phaser.Game({
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type: Phaser.HEADLESS,
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});
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});
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afterEach(() => {
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game.phaseInterceptor.restoreOg();
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});
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beforeEach(() => {
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game = new GameManager(phaserGame);
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game.scene.battleStyle = 1;
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vi.spyOn(overrides, "SINGLE_BATTLE_OVERRIDE", "get").mockReturnValue(true);
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vi.spyOn(overrides, "OPP_SPECIES_OVERRIDE", "get").mockReturnValue(Species.RATTATA);
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vi.spyOn(overrides, "OPP_ABILITY_OVERRIDE", "get").mockReturnValue(Abilities.HYDRATION);
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vi.spyOn(overrides, "OPP_PASSIVE_ABILITY_OVERRIDE", "get").mockReturnValue(Abilities.HYDRATION);
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vi.spyOn(overrides, "ABILITY_OVERRIDE", "get").mockReturnValue(Abilities.HYDRATION);
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vi.spyOn(overrides, "PASSIVE_ABILITY_OVERRIDE", "get").mockReturnValue(Abilities.HYDRATION);
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vi.spyOn(overrides, "STARTING_WAVE_OVERRIDE", "get").mockReturnValue(3);
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vi.spyOn(overrides, "OPP_MOVESET_OVERRIDE", "get").mockReturnValue([Moves.SPLASH,Moves.SPLASH,Moves.SPLASH,Moves.SPLASH]);
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vi.spyOn(overrides, "MOVESET_OVERRIDE", "get").mockReturnValue([Moves.SPIKES,Moves.SPLASH, Moves.ROAR]);
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});
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it("single - wild - stay on field - no damage", async() => {
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// player set spikes on the field and do splash for 3 turns
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// opponent do splash for 4 turns
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// nobody should take damage
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await game.runToSummon([
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Species.MIGHTYENA,
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Species.POOCHYENA,
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]);
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await game.phaseInterceptor.to(CommandPhase, true);
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const initialHp = game.scene.getParty()[0].hp;
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expect(game.scene.getParty()[0].hp).toBe(initialHp);
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game.doAttack(0);
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await game.toNextTurn();
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game.doAttack(1);
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await game.toNextTurn();
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game.doAttack(1);
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await game.toNextTurn();
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game.doAttack(1);
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await game.toNextTurn();
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game.doAttack(1);
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await game.toNextTurn();
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expect(game.scene.getParty()[0].hp).toBe(initialHp);
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console.log(game.textInterceptor.logs);
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}, 20000);
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it("single - wild - take some damage", async() => {
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// player set spikes on the field and switch back to back
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// opponent do splash for 2 turns
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// nobody should take damage
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await game.runToSummon([
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Species.MIGHTYENA,
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Species.POOCHYENA,
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]);
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await game.phaseInterceptor.to(CommandPhase, false);
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const initialHp = game.scene.getParty()[0].hp;
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await game.switchPokemon(1, false);
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await game.phaseInterceptor.run(CommandPhase);
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await game.phaseInterceptor.to(CommandPhase, false);
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await game.switchPokemon(1, false);
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await game.phaseInterceptor.run(CommandPhase);
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await game.phaseInterceptor.to(CommandPhase, false);
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expect(game.scene.getParty()[0].hp).toBe(initialHp);
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}, 20000);
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it("trainer - wild - force switch opponent - should take damage", async() => {
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vi.spyOn(overrides, "STARTING_WAVE_OVERRIDE", "get").mockReturnValue(5);
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// player set spikes on the field and do splash for 3 turns
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// opponent do splash for 4 turns
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// nobody should take damage
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await game.runToSummon([
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Species.MIGHTYENA,
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Species.POOCHYENA,
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]);
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await game.phaseInterceptor.to(CommandPhase, true);
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const initialHpOpponent = game.scene.currentBattle.enemyParty[1].hp;
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game.doAttack(0);
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await game.toNextTurn();
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game.doAttack(2);
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await game.toNextTurn();
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expect(game.scene.currentBattle.enemyParty[0].hp).toBeLessThan(initialHpOpponent);
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}, 20000);
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it("trainer - wild - force switch by himself opponent - should take damage", async() => {
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vi.spyOn(overrides, "STARTING_WAVE_OVERRIDE", "get").mockReturnValue(5);
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vi.spyOn(overrides, "STARTING_LEVEL_OVERRIDE", "get").mockReturnValue(5000);
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vi.spyOn(overrides, "OPP_SPECIES_OVERRIDE", "get").mockReturnValue(0);
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// turn 1: player set spikes, opponent do splash
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// turn 2: player do splash, opponent switch pokemon
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// opponent pokemon should trigger spikes and lose HP
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await game.runToSummon([
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Species.MIGHTYENA,
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Species.POOCHYENA,
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]);
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await game.phaseInterceptor.to(CommandPhase, true);
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const initialHpOpponent = game.scene.currentBattle.enemyParty[1].hp;
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game.doAttack(0);
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await game.toNextTurn();
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game.forceOpponentToSwitch();
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game.doAttack(1);
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await game.toNextTurn();
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expect(game.scene.currentBattle.enemyParty[0].hp).toBeLessThan(initialHpOpponent);
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}, 20000);
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});
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@ -7,6 +7,7 @@ export default class TextInterceptor {
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}
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showText(text: string, delay?: integer, callback?: Function, callbackDelay?: integer, prompt?: boolean, promptDelay?: integer): void {
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console.log(text);
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this.logs.push(text);
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}
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@ -29,6 +29,7 @@ import {Command} from "#app/ui/command-ui-handler";
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import ModifierSelectUiHandler from "#app/ui/modifier-select-ui-handler";
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import {Button} from "#app/enums/buttons";
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import PartyUiHandler, {PartyUiMode} from "#app/ui/party-ui-handler";
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import Trainer from "#app/field/trainer";
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/**
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* Class to manage the game state and transitions between phases.
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@ -192,6 +193,14 @@ export default class GameManager {
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}, () => this.isCurrentPhase(CommandPhase) || this.isCurrentPhase(NewBattlePhase));
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}
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forceOpponentToSwitch() {
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const originalMatchupScore = Trainer.prototype.getPartyMemberMatchupScores;
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Trainer.prototype.getPartyMemberMatchupScores = () => {
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Trainer.prototype.getPartyMemberMatchupScores = originalMatchupScore;
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return [[1, 100], [1, 100]];
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};
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}
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/** Transition to the next upcoming {@linkcode CommandPhase} */
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async toNextTurn() {
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await this.phaseInterceptor.to(CommandPhase);
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@ -281,14 +290,16 @@ export default class GameManager {
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});
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}
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async switchPokemon(pokemonIndex: number) {
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async switchPokemon(pokemonIndex: number, toNext: boolean = true) {
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this.onNextPrompt("CommandPhase", Mode.COMMAND, () => {
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this.scene.ui.setMode(Mode.PARTY, PartyUiMode.SWITCH, (this.scene.getCurrentPhase() as CommandPhase).getPokemon().getFieldIndex(), null, PartyUiHandler.FilterNonFainted);
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});
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this.onNextPrompt("CommandPhase", Mode.PARTY, () => {
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(this.scene.getCurrentPhase() as CommandPhase).handleCommand(Command.POKEMON, pokemonIndex, false);
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});
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await this.phaseInterceptor.run(CommandPhase);
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await this.phaseInterceptor.to(CommandPhase);
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if (toNext) {
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await this.phaseInterceptor.run(CommandPhase);
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await this.phaseInterceptor.to(CommandPhase);
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}
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}
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}
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