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@ -7942,6 +7942,56 @@ export class AfterYouAttr extends MoveEffectAttr {
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}
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}
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/**
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* Move effect to force the target to move last, ignoring priority.
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* If applied to multiple targets, they move in speed order after all other moves.
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* @extends MoveEffectAttr
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*/
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export class ForceLastAttr extends MoveEffectAttr {
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/**
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* Forces the target of this move to move last.
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*
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* @param user {@linkcode Pokemon} that is using the move.
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* @param target {@linkcode Pokemon} that will be forced to move last.
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* @param move {@linkcode Move} {@linkcode Moves.QUASH}
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* @param _args N/A
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* @returns true
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*/
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override apply(user: Pokemon, target: Pokemon, _move: Move, _args: any[]): boolean {
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globalScene.queueMessage(i18next.t("moveTriggers:forceLast", { targetPokemonName: getPokemonNameWithAffix(target) }));
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const targetMovePhase = globalScene.findPhase<MovePhase>((phase) => phase.pokemon === target);
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if (targetMovePhase && !targetMovePhase.isForcedLast() && globalScene.tryRemovePhase((phase: MovePhase) => phase.pokemon === target)) {
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// Finding the phase to insert the move in front of -
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// Either the end of the turn or in front of another, slower move which has also been forced last
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const prependPhase = globalScene.findPhase((phase) =>
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[ MovePhase, MoveEndPhase ].every(cls => !(phase instanceof cls))
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|| (phase instanceof MovePhase) && phaseForcedSlower(phase, target, !!globalScene.arena.getTag(ArenaTagType.TRICK_ROOM))
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);
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if (prependPhase) {
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globalScene.phaseQueue.splice(
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globalScene.phaseQueue.indexOf(prependPhase),
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0,
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new MovePhase(target, [ ...targetMovePhase.targets ], targetMovePhase.move, false, false, true)
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);
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}
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}
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return true;
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}
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}
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/** Returns whether a {@linkcode MovePhase} has been forced last and the corresponding pokemon is slower than {@linkcode target} */
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const phaseForcedSlower = (phase: MovePhase, target: Pokemon, trickRoom: boolean): boolean => {
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let slower: boolean;
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// quashed pokemon still have speed ties
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if (phase.pokemon.getEffectiveStat(Stat.SPD) === target.getEffectiveStat(Stat.SPD)) {
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slower = !!target.randSeedInt(2);
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} else {
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slower = !trickRoom ? phase.pokemon.getEffectiveStat(Stat.SPD) < target.getEffectiveStat(Stat.SPD) : phase.pokemon.getEffectiveStat(Stat.SPD) > target.getEffectiveStat(Stat.SPD);
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}
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return phase.isForcedLast() && slower;
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};
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const failOnGravityCondition: MoveConditionFunc = (user, target, move) => !globalScene.arena.getTag(ArenaTagType.GRAVITY);
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const failOnBossCondition: MoveConditionFunc = (user, target, move) => !target.isBossImmune();
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@ -9745,7 +9795,8 @@ export function initMoves() {
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.attr(RemoveHeldItemAttr, true),
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new StatusMove(Moves.QUASH, Type.DARK, 100, 15, -1, 0, 5)
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.condition(failIfSingleBattle)
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.unimplemented(),
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.condition((user, target, move) => !target.turnData.acted)
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.attr(ForceLastAttr),
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new AttackMove(Moves.ACROBATICS, Type.FLYING, MoveCategory.PHYSICAL, 55, 100, 15, -1, 0, 5)
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.attr(MovePowerMultiplierAttr, (user, target, move) => Math.max(1, 2 - 0.2 * user.getHeldItems().filter(i => i.isTransferable).reduce((v, m) => v + m.stackCount, 0))),
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new StatusMove(Moves.REFLECT_TYPE, Type.NORMAL, -1, 15, -1, 0, 5)
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@ -56,6 +56,7 @@ export class MovePhase extends BattlePhase {
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protected _targets: BattlerIndex[];
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protected followUp: boolean;
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protected ignorePp: boolean;
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protected forcedLast: boolean;
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protected failed: boolean = false;
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protected cancelled: boolean = false;
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@ -87,7 +88,8 @@ export class MovePhase extends BattlePhase {
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* @param followUp Indicates that the move being uses is a "follow-up" - for example, a move being used by Metronome or Dancer.
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* Follow-ups bypass a few failure conditions, including flinches, sleep/paralysis/freeze and volatile status checks, etc.
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*/
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constructor(pokemon: Pokemon, targets: BattlerIndex[], move: PokemonMove, followUp: boolean = false, ignorePp: boolean = false) {
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constructor(pokemon: Pokemon, targets: BattlerIndex[], move: PokemonMove, followUp: boolean = false, ignorePp: boolean = false, forcedLast: boolean = false) {
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super();
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this.pokemon = pokemon;
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@ -95,6 +97,7 @@ export class MovePhase extends BattlePhase {
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this.move = move;
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this.followUp = followUp;
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this.ignorePp = ignorePp;
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this.forcedLast = forcedLast;
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}
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/**
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@ -116,6 +119,15 @@ export class MovePhase extends BattlePhase {
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this.cancelled = true;
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}
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/**
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* Shows whether the current move has been forced to the end of the turn
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* Needed for speed order, see {@linkcode Moves.QUASH}
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* */
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public isForcedLast(): boolean {
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return this.forcedLast;
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}
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public start(): void {
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super.start();
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@ -0,0 +1,99 @@
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import { Species } from "#enums/species";
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import { Moves } from "#enums/moves";
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import { Abilities } from "#app/enums/abilities";
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import { BattlerIndex } from "#app/battle";
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import { WeatherType } from "#enums/weather-type";
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import { MoveResult } from "#app/field/pokemon";
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import GameManager from "#test/utils/gameManager";
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import Phaser from "phaser";
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import { describe, beforeAll, afterEach, beforeEach, it, expect } from "vitest";
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describe("Moves - Quash", () => {
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let phaserGame: Phaser.Game;
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let game: GameManager;
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beforeAll(() => {
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phaserGame = new Phaser.Game({
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type: Phaser.HEADLESS,
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});
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});
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afterEach(() => {
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game.phaseInterceptor.restoreOg();
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});
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beforeEach(() => {
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game = new GameManager(phaserGame);
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game.override
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.battleType("double")
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.enemyLevel(1)
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.enemySpecies(Species.SLOWPOKE)
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.enemyAbility(Abilities.BALL_FETCH)
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.enemyMoveset([ Moves.RAIN_DANCE, Moves.SPLASH ])
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.ability(Abilities.BALL_FETCH)
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.moveset([ Moves.QUASH, Moves.SUNNY_DAY, Moves.RAIN_DANCE, Moves.SPLASH ]);
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});
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it("makes the target move last in a turn, ignoring priority", async () => {
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await game.classicMode.startBattle([ Species.ACCELGOR, Species.RATTATA ]);
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game.move.select(Moves.QUASH, 0, BattlerIndex.PLAYER_2);
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game.move.select(Moves.SUNNY_DAY, 1);
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await game.forceEnemyMove(Moves.SPLASH);
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await game.forceEnemyMove(Moves.RAIN_DANCE);
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await game.phaseInterceptor.to("TurnEndPhase", false);
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// will be sunny if player_2 moved last because of quash, rainy otherwise
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expect(game.scene.arena.weather?.weatherType).toBe(WeatherType.SUNNY);
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});
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it("fails if the target has already moved", async () => {
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await game.classicMode.startBattle([ Species.ACCELGOR, Species.RATTATA ]);
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game.move.select(Moves.SPLASH, 0);
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game.move.select(Moves.QUASH, 1, BattlerIndex.PLAYER);
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await game.phaseInterceptor.to("MoveEndPhase");
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await game.phaseInterceptor.to("MoveEndPhase");
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expect(game.scene.getPlayerField()[1].getLastXMoves(1)[0].result).toBe(MoveResult.FAIL);
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});
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it("makes multiple quashed targets move in speed order at the end of the turn", async () => {
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game.override.enemySpecies(Species.NINJASK)
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.enemyLevel(100);
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await game.classicMode.startBattle([ Species.ACCELGOR, Species.RATTATA ]);
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// both users are quashed - rattata is slower so sun should be up at end of turn
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game.move.select(Moves.RAIN_DANCE, 0);
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game.move.select(Moves.SUNNY_DAY, 1);
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await game.forceEnemyMove(Moves.QUASH, BattlerIndex.PLAYER);
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await game.forceEnemyMove(Moves.QUASH, BattlerIndex.PLAYER_2);
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await game.phaseInterceptor.to("TurnEndPhase", false);
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expect(game.scene.arena.weather?.weatherType).toBe(WeatherType.SUNNY);
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});
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it("respects trick room", async () => {
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game.override.enemyMoveset([ Moves.RAIN_DANCE, Moves.SPLASH, Moves.TRICK_ROOM ]);
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await game.classicMode.startBattle([ Species.ACCELGOR, Species.RATTATA ]);
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game.move.select(Moves.SPLASH, 0);
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game.move.select(Moves.SPLASH, 1);
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await game.forceEnemyMove(Moves.TRICK_ROOM);
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await game.forceEnemyMove(Moves.SPLASH);
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await game.phaseInterceptor.to("TurnInitPhase");
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// both users are quashed - accelgor should move last w/ TR so rain should be up at end of turn
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game.move.select(Moves.RAIN_DANCE, 0);
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game.move.select(Moves.SUNNY_DAY, 1);
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await game.forceEnemyMove(Moves.QUASH, BattlerIndex.PLAYER);
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await game.forceEnemyMove(Moves.QUASH, BattlerIndex.PLAYER_2);
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await game.phaseInterceptor.to("TurnEndPhase", false);
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expect(game.scene.arena.weather?.weatherType).toBe(WeatherType.RAIN);
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});
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});
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