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[Move] Partially Implement Instruct (#4857)
Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> Co-authored-by: innerthunder <168692175+innerthunder@users.noreply.github.com> Co-authored-by: Jannik Tappert <38758606+CodeTappert@users.noreply.github.com>
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parent
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commit
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@ -2469,6 +2469,24 @@ export default class BattleScene extends SceneBase {
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}
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}
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/**
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* Tries to add the input phase to index after target phase in the {@linkcode phaseQueue}, else simply calls {@linkcode unshiftPhase()}
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* @param phase {@linkcode Phase} the phase to be added
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* @param targetPhase {@linkcode Phase} the type of phase to search for in {@linkcode phaseQueue}
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* @returns `true` if a `targetPhase` was found to append to
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*/
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appendToPhase(phase: Phase, targetPhase: Constructor<Phase>): boolean {
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const targetIndex = this.phaseQueue.findIndex(ph => ph instanceof targetPhase);
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if (targetIndex !== -1 && this.phaseQueue.length > targetIndex) {
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this.phaseQueue.splice(targetIndex + 1, 0, phase);
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return true;
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} else {
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this.unshiftPhase(phase);
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return false;
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}
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}
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/**
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* Adds a MessagePhase, either to PhaseQueuePrepend or nextCommandPhaseQueue
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* @param message string for MessagePhase
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123
src/data/move.ts
123
src/data/move.ts
@ -6728,6 +6728,126 @@ export class CopyMoveAttr extends OverrideMoveEffectAttr {
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}
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}
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/**
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* Attribute used for moves that causes the target to repeat their last used move.
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*
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* Used for [Instruct](https://bulbapedia.bulbagarden.net/wiki/Instruct_(move)).
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*/
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export class RepeatMoveAttr extends MoveEffectAttr {
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constructor() {
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super(false, { trigger: MoveEffectTrigger.POST_APPLY }); // needed to ensure correct protect interaction
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}
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/**
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* Forces the target to re-use their last used move again
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*
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* @param user {@linkcode Pokemon} that used the attack
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* @param target {@linkcode Pokemon} targeted by the attack
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* @param move N/A
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* @param args N/A
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* @returns `true` if the move succeeds
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*/
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apply(user: Pokemon, target: Pokemon, move: Move, args: any[]): boolean {
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// get the last move used (excluding status based failures) as well as the corresponding moveset slot
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const lastMove = target.getLastXMoves(-1).find(m => m.move !== Moves.NONE)!;
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const movesetMove = target.getMoveset().find(m => m?.moveId === lastMove.move)!;
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const moveTargets = lastMove.targets ?? [];
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user.scene.queueMessage(i18next.t("moveTriggers:instructingMove", {
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userPokemonName: getPokemonNameWithAffix(user),
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targetPokemonName: getPokemonNameWithAffix(target)
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}));
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target.getMoveQueue().unshift({ move: lastMove.move, targets: moveTargets, ignorePP: false });
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target.turnData.extraTurns++;
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target.scene.appendToPhase(new MovePhase(target.scene, target, moveTargets, movesetMove), MoveEndPhase);
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return true;
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}
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getCondition(): MoveConditionFunc {
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return (user, target, move) => {
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// TODO: Confirm behavior of instructing move known by target but called by another move
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const lastMove = target.getLastXMoves(-1).find(m => m.move !== Moves.NONE);
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const movesetMove = target.getMoveset().find(m => m?.moveId === lastMove?.move);
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const moveTargets = lastMove?.targets ?? [];
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// TODO: Add a way of adding moves to list procedurally rather than a pre-defined blacklist
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const unrepeatablemoves = [
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// Locking/Continually Executed moves
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Moves.OUTRAGE,
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Moves.RAGING_FURY,
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Moves.ROLLOUT,
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Moves.PETAL_DANCE,
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Moves.THRASH,
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Moves.ICE_BALL,
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// Multi-turn Moves
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Moves.BIDE,
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Moves.SHELL_TRAP,
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Moves.BEAK_BLAST,
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Moves.FOCUS_PUNCH,
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// "First Turn Only" moves
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Moves.FAKE_OUT,
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Moves.FIRST_IMPRESSION,
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Moves.MAT_BLOCK,
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// Moves with a recharge turn
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Moves.HYPER_BEAM,
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Moves.ETERNABEAM,
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Moves.FRENZY_PLANT,
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Moves.BLAST_BURN,
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Moves.HYDRO_CANNON,
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Moves.GIGA_IMPACT,
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Moves.PRISMATIC_LASER,
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Moves.ROAR_OF_TIME,
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Moves.ROCK_WRECKER,
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Moves.METEOR_ASSAULT,
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// Charging & 2-turn moves
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Moves.DIG,
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Moves.FLY,
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Moves.BOUNCE,
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Moves.SHADOW_FORCE,
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Moves.PHANTOM_FORCE,
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Moves.DIVE,
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Moves.ELECTRO_SHOT,
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Moves.ICE_BURN,
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Moves.GEOMANCY,
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Moves.FREEZE_SHOCK,
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Moves.SKY_DROP,
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Moves.SKY_ATTACK,
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Moves.SKULL_BASH,
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Moves.SOLAR_BEAM,
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Moves.SOLAR_BLADE,
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Moves.METEOR_BEAM,
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// Other moves
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Moves.INSTRUCT,
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Moves.KINGS_SHIELD,
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Moves.SKETCH,
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Moves.TRANSFORM,
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Moves.MIMIC,
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Moves.STRUGGLE,
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// TODO: Add Max/G-Move blockage if or when they are implemented
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];
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if (!movesetMove // called move not in target's moveset (dancer, forgetting the move, etc.)
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|| movesetMove.ppUsed === movesetMove.getMovePp() // move out of pp
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|| allMoves[lastMove?.move ?? Moves.NONE].isChargingMove() // called move is a charging/recharging move
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|| !moveTargets.length // called move has no targets
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|| unrepeatablemoves.includes(lastMove?.move ?? Moves.NONE)) { // called move is explicitly in the banlist
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return false;
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}
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return true;
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};
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}
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getTargetBenefitScore(user: Pokemon, target: Pokemon, move: Move): integer {
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// TODO: Make the AI acutally use instruct
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/* Ideally, the AI would score instruct based on the scorings of the on-field pokemons'
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* last used moves at the time of using Instruct (by the time the instructor gets to act)
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* with respect to the user's side.
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* In 99.9% of cases, this would be the pokemon's ally (unless the target had last
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* used a move like Decorate on the user or its ally)
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*/
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return 2;
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}
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}
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/**
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* Attribute used for moves that reduce PP of the target's last used move.
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* Used for Spite.
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@ -9892,7 +10012,8 @@ export function initMoves() {
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.attr(StatStageChangeAttr, [ Stat.ATK ], -1),
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new StatusMove(Moves.INSTRUCT, Type.PSYCHIC, -1, 15, -1, 0, 7)
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.ignoresSubstitute()
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.unimplemented(),
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.attr(RepeatMoveAttr)
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.edgeCase(), // incorrect interactions with Gigaton Hammer, Blood Moon & Torment
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new AttackMove(Moves.BEAK_BLAST, Type.FLYING, MoveCategory.PHYSICAL, 100, 100, 15, -1, -3, 7)
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.attr(BeakBlastHeaderAttr)
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.ballBombMove()
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@ -5294,6 +5294,7 @@ export class PokemonBattleSummonData {
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export class PokemonTurnData {
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public flinched: boolean = false;
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public acted: boolean = false;
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/** How many times the move should hit the target(s) */
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public hitCount: number = 0;
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/**
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* - `-1` = Calculate how many hits are left
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@ -5312,6 +5313,11 @@ export class PokemonTurnData {
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public switchedInThisTurn: boolean = false;
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public failedRunAway: boolean = false;
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public joinedRound: boolean = false;
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/**
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* Used to make sure multi-hits occur properly when the user is
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* forced to act again in the same turn
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*/
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public extraTurns: number = 0;
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}
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export enum AiType {
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@ -127,6 +127,14 @@ export class MoveEffectPhase extends PokemonPhase {
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user.lapseTags(BattlerTagLapseType.MOVE_EFFECT);
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// If the user is acting again (such as due to Instruct), reset hitsLeft/hitCount so that
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// the move executes correctly (ensures all hits of a multi-hit are properly calculated)
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if (user.turnData.hitsLeft === 0 && user.turnData.hitCount > 0 && user.turnData.extraTurns > 0) {
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user.turnData.hitsLeft = -1;
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user.turnData.hitCount = 0;
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user.turnData.extraTurns--;
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}
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/**
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* If this phase is for the first hit of the invoked move,
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* resolve the move's total hit count. This block combines the
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@ -313,7 +321,7 @@ export class MoveEffectPhase extends PokemonPhase {
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}
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/**
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* Create a Promise that applys *all* effects from the invoked move's MoveEffectAttrs.
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* Create a Promise that applies *all* effects from the invoked move's MoveEffectAttrs.
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* These are ordered by trigger type (see {@linkcode MoveEffectTrigger}), and each trigger
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* type requires different conditions to be met with respect to the move's hit result.
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*/
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315
src/test/moves/instruct.test.ts
Normal file
315
src/test/moves/instruct.test.ts
Normal file
@ -0,0 +1,315 @@
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import { BattlerIndex } from "#app/battle";
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import type Pokemon from "#app/field/pokemon";
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import { MoveResult } from "#app/field/pokemon";
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import { Abilities } from "#enums/abilities";
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import { Moves } from "#enums/moves";
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import { Species } from "#enums/species";
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import GameManager from "#test/utils/gameManager";
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import Phaser from "phaser";
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import { afterEach, beforeAll, beforeEach, describe, expect, it } from "vitest";
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describe("Moves - Instruct", () => {
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let phaserGame: Phaser.Game;
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let game: GameManager;
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function instructSuccess(pokemon: Pokemon, move: Moves): void {
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expect(pokemon.getLastXMoves(-1)[0].move).toBe(move);
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expect(pokemon.getLastXMoves(-1)[1].move).toBe(pokemon.getLastXMoves()[0].move);
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expect(pokemon.getMoveset().find(m => m?.moveId === move)?.ppUsed).toBe(2);
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}
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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("single")
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.enemySpecies(Species.SHUCKLE)
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.enemyAbility(Abilities.NO_GUARD)
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.enemyLevel(100)
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.startingLevel(100)
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.ability(Abilities.BALL_FETCH)
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.moveset([ Moves.INSTRUCT, Moves.SONIC_BOOM, Moves.SPLASH, Moves.TORMENT ])
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.disableCrits();
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});
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it("should repeat enemy's attack move when moving last", async () => {
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await game.classicMode.startBattle([ Species.AMOONGUSS ]);
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const enemy = game.scene.getEnemyPokemon()!;
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game.move.changeMoveset(enemy, Moves.SONIC_BOOM);
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game.move.select(Moves.INSTRUCT, BattlerIndex.PLAYER, BattlerIndex.ENEMY);
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await game.forceEnemyMove(Moves.SONIC_BOOM, BattlerIndex.PLAYER);
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await game.setTurnOrder([ BattlerIndex.ENEMY, BattlerIndex.PLAYER ]);
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await game.phaseInterceptor.to("TurnEndPhase", false);
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expect(game.scene.getPlayerPokemon()?.getInverseHp()).toBe(40);
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instructSuccess(enemy, Moves.SONIC_BOOM);
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});
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it("should repeat enemy's move through substitute", async () => {
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await game.classicMode.startBattle([ Species.AMOONGUSS ]);
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const enemy = game.scene.getEnemyPokemon()!;
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game.move.changeMoveset(enemy, [ Moves.SONIC_BOOM, Moves.SUBSTITUTE ]);
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game.move.select(Moves.SPLASH);
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await game.forceEnemyMove(Moves.SUBSTITUTE);
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await game.setTurnOrder([ BattlerIndex.PLAYER, BattlerIndex.ENEMY ]);
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await game.toNextTurn();
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game.move.select(Moves.INSTRUCT);
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await game.forceEnemyMove(Moves.SONIC_BOOM);
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await game.setTurnOrder([ BattlerIndex.ENEMY, BattlerIndex.PLAYER ]);
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await game.phaseInterceptor.to("TurnEndPhase", false);
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expect(game.scene.getPlayerPokemon()?.getInverseHp()).toBe(40);
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instructSuccess(game.scene.getEnemyPokemon()!, Moves.SONIC_BOOM);
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});
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it("should repeat ally's attack on enemy", async () => {
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game.override
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.battleType("double")
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.moveset([]);
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await game.classicMode.startBattle([ Species.AMOONGUSS, Species.SHUCKLE ]);
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const [ amoonguss, shuckle ] = game.scene.getPlayerField();
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game.move.changeMoveset(amoonguss, Moves.INSTRUCT);
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game.move.changeMoveset(shuckle, Moves.SONIC_BOOM);
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game.move.select(Moves.INSTRUCT, BattlerIndex.PLAYER, BattlerIndex.PLAYER_2);
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game.move.select(Moves.SONIC_BOOM, BattlerIndex.PLAYER_2, BattlerIndex.ENEMY);
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await game.forceEnemyMove(Moves.SPLASH);
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await game.forceEnemyMove(Moves.SPLASH);
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await game.setTurnOrder([ BattlerIndex.PLAYER_2, BattlerIndex.PLAYER, BattlerIndex.ENEMY, BattlerIndex.ENEMY_2 ]);
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await game.phaseInterceptor.to("TurnEndPhase", false);
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expect(game.scene.getEnemyField()[0].getInverseHp()).toBe(40);
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instructSuccess(shuckle, Moves.SONIC_BOOM);
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});
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// TODO: Enable test case once gigaton hammer (and blood moon) is fixed
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it.todo("should repeat enemy's Gigaton Hammer", async () => {
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game.override
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.enemyLevel(5);
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await game.classicMode.startBattle([ Species.AMOONGUSS ]);
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const enemy = game.scene.getEnemyPokemon()!;
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game.move.changeMoveset(enemy, Moves.GIGATON_HAMMER);
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game.move.select(Moves.INSTRUCT);
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await game.setTurnOrder([ BattlerIndex.ENEMY, BattlerIndex.PLAYER ]);
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await game.phaseInterceptor.to("TurnEndPhase", false);
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instructSuccess(enemy, Moves.GIGATON_HAMMER);
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});
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it("should respect enemy's status condition", async () => {
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game.override
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.moveset([ Moves.THUNDER_WAVE, Moves.INSTRUCT ])
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.enemyMoveset([ Moves.SPLASH, Moves.SONIC_BOOM ]);
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await game.classicMode.startBattle([ Species.AMOONGUSS ]);
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game.move.select(Moves.THUNDER_WAVE);
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await game.forceEnemyMove(Moves.SONIC_BOOM);
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await game.setTurnOrder([ BattlerIndex.ENEMY, BattlerIndex.PLAYER ]);
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await game.toNextTurn();
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game.move.select(Moves.INSTRUCT);
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await game.forceEnemyMove(Moves.SPLASH);
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await game.setTurnOrder([ BattlerIndex.ENEMY, BattlerIndex.PLAYER ]);
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await game.move.forceStatusActivation(true);
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await game.phaseInterceptor.to("MovePhase");
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await game.move.forceStatusActivation(false);
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await game.phaseInterceptor.to("TurnEndPhase", false);
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const moveHistory = game.scene.getEnemyPokemon()!.getMoveHistory();
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expect(moveHistory.length).toBe(3);
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expect(moveHistory[0].move).toBe(Moves.SONIC_BOOM);
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expect(moveHistory[1].move).toBe(Moves.NONE);
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expect(moveHistory[2].move).toBe(Moves.SONIC_BOOM);
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});
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it("should not repeat enemy's out of pp move", async () => {
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game.override.enemySpecies(Species.UNOWN);
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await game.classicMode.startBattle([ Species.AMOONGUSS ]);
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const enemyPokemon = game.scene.getEnemyPokemon()!;
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game.move.changeMoveset(enemyPokemon, Moves.HIDDEN_POWER);
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const moveUsed = enemyPokemon.moveset.find(m => m?.moveId === Moves.HIDDEN_POWER)!;
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moveUsed.ppUsed = moveUsed.getMovePp() - 1;
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game.move.select(Moves.INSTRUCT);
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await game.forceEnemyMove(Moves.HIDDEN_POWER);
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await game.setTurnOrder([ BattlerIndex.ENEMY, BattlerIndex.PLAYER ]);
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await game.phaseInterceptor.to("TurnEndPhase", false);
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const playerMove = game.scene.getPlayerPokemon()!.getLastXMoves()!;
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expect(playerMove[0].result).toBe(MoveResult.FAIL);
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expect(enemyPokemon.getMoveHistory().length).toBe(1);
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});
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it("should fail if no move has yet been used by target", async () => {
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game.override.enemyMoveset(Moves.SPLASH);
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await game.classicMode.startBattle([ Species.AMOONGUSS ]);
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game.move.select(Moves.INSTRUCT);
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await game.forceEnemyMove(Moves.SPLASH);
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await game.setTurnOrder([ BattlerIndex.PLAYER, BattlerIndex.ENEMY ]);
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await game.phaseInterceptor.to("TurnEndPhase", false);
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expect(game.scene.getPlayerPokemon()!.getLastXMoves()[0].result).toBe(MoveResult.FAIL);
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});
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it("should attempt to call enemy's disabled move, but move use itself should fail", async () => {
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game.override
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.moveset([ Moves.INSTRUCT, Moves.DISABLE ])
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.battleType("double");
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await game.classicMode.startBattle([ Species.AMOONGUSS, Species.DROWZEE ]);
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const [ enemy1, enemy2 ] = game.scene.getEnemyField();
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game.move.changeMoveset(enemy1, Moves.SONIC_BOOM);
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game.move.changeMoveset(enemy2, Moves.SPLASH);
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game.move.select(Moves.INSTRUCT, BattlerIndex.PLAYER, BattlerIndex.ENEMY);
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game.move.select(Moves.DISABLE, BattlerIndex.PLAYER_2, BattlerIndex.ENEMY);
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await game.forceEnemyMove(Moves.SONIC_BOOM, BattlerIndex.PLAYER);
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await game.forceEnemyMove(Moves.SPLASH);
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await game.setTurnOrder([ BattlerIndex.ENEMY, BattlerIndex.PLAYER_2, BattlerIndex.PLAYER, BattlerIndex.ENEMY_2 ]);
|
||||
await game.phaseInterceptor.to("TurnEndPhase", false);
|
||||
|
||||
expect(game.scene.getPlayerField()[0].getLastXMoves()[0].result).toBe(MoveResult.SUCCESS);
|
||||
const enemyMove = game.scene.getEnemyPokemon()!.getLastXMoves()[0];
|
||||
expect(enemyMove.result).toBe(MoveResult.FAIL);
|
||||
expect(game.scene.getEnemyPokemon()!.getMoveset().find(m => m?.moveId === Moves.SONIC_BOOM)?.ppUsed).toBe(1);
|
||||
|
||||
});
|
||||
|
||||
it("should not repeat enemy's move through protect", async () => {
|
||||
await game.classicMode.startBattle([ Species.AMOONGUSS ]);
|
||||
|
||||
const MoveToUse = Moves.PROTECT;
|
||||
const enemyPokemon = game.scene.getEnemyPokemon()!;
|
||||
game.move.changeMoveset(enemyPokemon, MoveToUse);
|
||||
game.move.select(Moves.INSTRUCT);
|
||||
await game.forceEnemyMove(Moves.PROTECT);
|
||||
await game.setTurnOrder([ BattlerIndex.ENEMY, BattlerIndex.PLAYER ]);
|
||||
await game.phaseInterceptor.to("TurnEndPhase", false);
|
||||
|
||||
expect(enemyPokemon.getLastXMoves(-1)[0].move).toBe(Moves.PROTECT);
|
||||
expect(enemyPokemon.getLastXMoves(-1)[1]).toBeUndefined(); // undefined because protect failed
|
||||
expect(enemyPokemon.getMoveset().find(m => m?.moveId === Moves.PROTECT)?.ppUsed).toBe(1);
|
||||
});
|
||||
|
||||
it("should not repeat enemy's charging move", async () => {
|
||||
game.override
|
||||
.enemyMoveset([ Moves.SONIC_BOOM, Moves.HYPER_BEAM ])
|
||||
.enemyLevel(5);
|
||||
await game.classicMode.startBattle([ Species.SHUCKLE ]);
|
||||
|
||||
const player = game.scene.getPlayerPokemon()!;
|
||||
const enemyPokemon = game.scene.getEnemyPokemon()!;
|
||||
enemyPokemon.battleSummonData.moveHistory = [{ move: Moves.SONIC_BOOM, targets: [ BattlerIndex.PLAYER ], result: MoveResult.SUCCESS, virtual: false }];
|
||||
|
||||
game.move.select(Moves.INSTRUCT);
|
||||
await game.forceEnemyMove(Moves.HYPER_BEAM);
|
||||
await game.setTurnOrder([ BattlerIndex.ENEMY, BattlerIndex.PLAYER ]);
|
||||
await game.toNextTurn();
|
||||
|
||||
expect(player.getLastXMoves()[0].result).toBe(MoveResult.FAIL);
|
||||
|
||||
game.move.select(Moves.INSTRUCT);
|
||||
await game.setTurnOrder([ BattlerIndex.ENEMY, BattlerIndex.PLAYER ]);
|
||||
await game.phaseInterceptor.to("TurnEndPhase", false);
|
||||
|
||||
expect(player.getLastXMoves()[0].result).toBe(MoveResult.FAIL);
|
||||
});
|
||||
|
||||
it("should not repeat dance move not known by target", async () => {
|
||||
game.override
|
||||
.battleType("double")
|
||||
.moveset([ Moves.INSTRUCT, Moves.FIERY_DANCE ])
|
||||
.enemyMoveset(Moves.SPLASH)
|
||||
.enemyAbility(Abilities.DANCER);
|
||||
await game.classicMode.startBattle([ Species.SHUCKLE, Species.SHUCKLE ]);
|
||||
|
||||
game.move.select(Moves.INSTRUCT, BattlerIndex.PLAYER, BattlerIndex.ENEMY);
|
||||
game.move.select(Moves.FIERY_DANCE, BattlerIndex.PLAYER_2, BattlerIndex.ENEMY);
|
||||
await game.forceEnemyMove(Moves.SPLASH);
|
||||
await game.forceEnemyMove(Moves.SPLASH);
|
||||
await game.setTurnOrder([ BattlerIndex.PLAYER_2, BattlerIndex.PLAYER, BattlerIndex.ENEMY, BattlerIndex.ENEMY_2 ]);
|
||||
await game.phaseInterceptor.to("TurnEndPhase", false);
|
||||
|
||||
expect(game.scene.getPlayerField()[0].getLastXMoves()[0].result).toBe(MoveResult.FAIL);
|
||||
});
|
||||
|
||||
it("should cause multi-hit moves to hit the appropriate number of times in singles", async () => {
|
||||
game.override
|
||||
.enemyAbility(Abilities.SKILL_LINK)
|
||||
.enemyMoveset(Moves.BULLET_SEED);
|
||||
await game.classicMode.startBattle([ Species.BULBASAUR ]);
|
||||
|
||||
const player = game.scene.getPlayerPokemon()!;
|
||||
|
||||
game.move.select(Moves.SPLASH);
|
||||
await game.toNextTurn();
|
||||
|
||||
game.move.select(Moves.INSTRUCT);
|
||||
await game.setTurnOrder([ BattlerIndex.PLAYER, BattlerIndex.ENEMY ]);
|
||||
await game.phaseInterceptor.to("BerryPhase");
|
||||
|
||||
expect(player.turnData.attacksReceived.length).toBe(10);
|
||||
|
||||
await game.toNextTurn();
|
||||
game.move.select(Moves.INSTRUCT);
|
||||
await game.setTurnOrder([ BattlerIndex.ENEMY, BattlerIndex.PLAYER ]);
|
||||
await game.phaseInterceptor.to("BerryPhase");
|
||||
|
||||
expect(player.turnData.attacksReceived.length).toBe(10);
|
||||
});
|
||||
|
||||
it("should cause multi-hit moves to hit the appropriate number of times in doubles", async () => {
|
||||
game.override
|
||||
.battleType("double")
|
||||
.enemyAbility(Abilities.SKILL_LINK)
|
||||
.enemyMoveset([ Moves.BULLET_SEED, Moves.SPLASH ])
|
||||
.enemyLevel(5);
|
||||
await game.classicMode.startBattle([ Species.BULBASAUR, Species.IVYSAUR ]);
|
||||
|
||||
const [ , ivysaur ] = game.scene.getPlayerField();
|
||||
|
||||
game.move.select(Moves.SPLASH);
|
||||
game.move.select(Moves.SPLASH, 1);
|
||||
await game.forceEnemyMove(Moves.BULLET_SEED, BattlerIndex.PLAYER_2);
|
||||
await game.forceEnemyMove(Moves.SPLASH);
|
||||
await game.toNextTurn();
|
||||
|
||||
game.move.select(Moves.INSTRUCT, 0, BattlerIndex.ENEMY);
|
||||
game.move.select(Moves.INSTRUCT, 1, BattlerIndex.ENEMY);
|
||||
await game.forceEnemyMove(Moves.BULLET_SEED, BattlerIndex.PLAYER_2);
|
||||
await game.forceEnemyMove(Moves.SPLASH);
|
||||
await game.setTurnOrder([ BattlerIndex.PLAYER, BattlerIndex.PLAYER_2, BattlerIndex.ENEMY, BattlerIndex.ENEMY_2 ]);
|
||||
await game.phaseInterceptor.to("BerryPhase");
|
||||
|
||||
expect(ivysaur.turnData.attacksReceived.length).toBe(15);
|
||||
|
||||
await game.toNextTurn();
|
||||
game.move.select(Moves.INSTRUCT, 0, BattlerIndex.ENEMY);
|
||||
game.move.select(Moves.INSTRUCT, 1, BattlerIndex.ENEMY);
|
||||
await game.forceEnemyMove(Moves.BULLET_SEED, BattlerIndex.PLAYER_2);
|
||||
await game.forceEnemyMove(Moves.SPLASH);
|
||||
await game.setTurnOrder([ BattlerIndex.ENEMY, BattlerIndex.ENEMY_2, BattlerIndex.PLAYER, BattlerIndex.PLAYER_2 ]);
|
||||
await game.phaseInterceptor.to("BerryPhase");
|
||||
|
||||
expect(ivysaur.turnData.attacksReceived.length).toBe(15);
|
||||
});
|
||||
});
|
@ -1,4 +1,6 @@
|
||||
import { BattlerIndex } from "#app/battle";
|
||||
import type Pokemon from "#app/field/pokemon";
|
||||
import { PokemonMove } from "#app/field/pokemon";
|
||||
import Overrides from "#app/overrides";
|
||||
import { CommandPhase } from "#app/phases/command-phase";
|
||||
import { MoveEffectPhase } from "#app/phases/move-effect-phase";
|
||||
@ -71,4 +73,21 @@ export class MoveHelper extends GameManagerHelper {
|
||||
await this.game.phaseInterceptor.to("MovePhase");
|
||||
vi.spyOn(Overrides, "STATUS_ACTIVATION_OVERRIDE", "get").mockReturnValue(null);
|
||||
}
|
||||
|
||||
/**
|
||||
* Used when the normal moveset override can't be used (such as when it's necessary to check updated properties of the moveset).
|
||||
* @param pokemon - The pokemon being modified
|
||||
* @param moveset - The moveset to use
|
||||
*/
|
||||
public changeMoveset(pokemon: Pokemon, moveset: Moves | Moves[]): void {
|
||||
if (!Array.isArray(moveset)) {
|
||||
moveset = [ moveset ];
|
||||
}
|
||||
pokemon.moveset = [];
|
||||
moveset.forEach((move) => {
|
||||
pokemon.moveset.push(new PokemonMove(move));
|
||||
});
|
||||
const movesetStr = moveset.map((moveId) => Moves[moveId]).join(", ");
|
||||
console.log(`Pokemon ${pokemon.species.name}'s moveset manually set to ${movesetStr} (=[${moveset.join(", ")}])!`);
|
||||
}
|
||||
}
|
||||
|
Loading…
x
Reference in New Issue
Block a user