2024-08-22 06:49:33 -07:00
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import { BattlerIndex } from "#app/battle";
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import { Moves } from "#app/enums/moves";
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import { CommandPhase } from "#app/phases/command-phase";
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import { MoveEffectPhase } from "#app/phases/move-effect-phase";
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import { Command } from "#app/ui/command-ui-handler";
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import { Mode } from "#app/ui/ui";
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2024-08-09 22:37:10 +08:00
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import { vi } from "vitest";
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2024-08-22 06:49:33 -07:00
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import { getMovePosition } from "../gameManagerUtils";
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2024-08-09 22:37:10 +08:00
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import { GameManagerHelper } from "./gameManagerHelper";
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/**
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* Helper to handle a Pokemon's move
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*/
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export class MoveHelper extends GameManagerHelper {
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/**
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2024-10-06 14:31:11 -07:00
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* Intercepts {@linkcode MoveEffectPhase} and mocks the
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* {@linkcode MoveEffectPhase.hitCheck | hitCheck}'s return value to `true`.
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2024-08-09 22:37:10 +08:00
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* Used to force a move to hit.
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*/
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async forceHit(): Promise<void> {
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await this.game.phaseInterceptor.to(MoveEffectPhase, false);
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vi.spyOn(this.game.scene.getCurrentPhase() as MoveEffectPhase, "hitCheck").mockReturnValue(true);
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}
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/**
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2024-10-06 14:31:11 -07:00
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* Intercepts {@linkcode MoveEffectPhase} and mocks the
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* {@linkcode MoveEffectPhase.hitCheck | hitCheck}'s return value to `false`.
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2024-08-09 22:37:10 +08:00
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* Used to force a move to miss.
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2024-08-09 23:07:55 +08:00
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* @param firstTargetOnly Whether the move should force miss on the first target only, in the case of multi-target moves.
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2024-08-09 22:37:10 +08:00
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*/
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async forceMiss(firstTargetOnly: boolean = false): Promise<void> {
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await this.game.phaseInterceptor.to(MoveEffectPhase, false);
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const hitCheck = vi.spyOn(this.game.scene.getCurrentPhase() as MoveEffectPhase, "hitCheck");
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if (firstTargetOnly) {
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hitCheck.mockReturnValueOnce(false);
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} else {
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hitCheck.mockReturnValue(false);
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}
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}
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2024-08-22 06:49:33 -07:00
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/**
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* Select the move to be used by the given Pokemon(-index). Triggers during the next {@linkcode CommandPhase}
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* @param move the move to use
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* @param pkmIndex the pokemon index. Relevant for double-battles only (defaults to 0)
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* @param targetIndex The {@linkcode BattlerIndex} of the Pokemon to target for single-target moves, or `null` if a manual call to `selectTarget()` is required
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*/
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select(move: Moves, pkmIndex: 0 | 1 = 0, targetIndex?: BattlerIndex | null) {
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const movePosition = getMovePosition(this.game.scene, pkmIndex, move);
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this.game.onNextPrompt("CommandPhase", Mode.COMMAND, () => {
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this.game.scene.ui.setMode(Mode.FIGHT, (this.game.scene.getCurrentPhase() as CommandPhase).getFieldIndex());
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});
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this.game.onNextPrompt("CommandPhase", Mode.FIGHT, () => {
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(this.game.scene.getCurrentPhase() as CommandPhase).handleCommand(Command.FIGHT, movePosition, false);
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});
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if (targetIndex !== null) {
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this.game.selectTarget(movePosition, targetIndex);
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}
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}
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2024-08-09 22:37:10 +08:00
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}
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