[Ability] Implementing Friend Guard (#4718)
* implementing friend guard ability * Update src/data/ability.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Update src/data/ability.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Update src/data/ability.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Update src/test/abilities/friend_guard.test.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Update src/field/pokemon.ts Co-authored-by: innerthunder <168692175+innerthunder@users.noreply.github.com> * more tests and fixing other issues * more tests and fixing other issues * Update Friend Guard test with damage mocks --------- Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> Co-authored-by: innerthunder <168692175+innerthunder@users.noreply.github.com> Co-authored-by: innerthunder <brandonerickson98@gmail.com>
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@ -330,6 +330,30 @@ export class ReceivedMoveDamageMultiplierAbAttr extends PreDefendAbAttr {
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}
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}
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/**
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* Reduces the damage dealt to an allied Pokemon. Used by Friend Guard.
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* @see {@linkcode applyPreDefend}
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*/
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export class AlliedFieldDamageReductionAbAttr extends PreDefendAbAttr {
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private damageMultiplier: number;
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constructor(damageMultiplier: number) {
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super();
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this.damageMultiplier = damageMultiplier;
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}
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/**
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* Handles the damage reduction
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* @param args
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* - `[0]` {@linkcode Utils.NumberHolder} - The damage being dealt
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*/
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override applyPreDefend(_pokemon: Pokemon, _passive: boolean, _simulated: boolean, _attacker: Pokemon, _move: Move, _cancelled: Utils.BooleanHolder, args: any[]): boolean {
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const damage = args[0] as Utils.NumberHolder;
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damage.value = Utils.toDmgValue(damage.value * this.damageMultiplier);
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return true;
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}
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}
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export class ReceivedTypeDamageMultiplierAbAttr extends ReceivedMoveDamageMultiplierAbAttr {
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constructor(moveType: Type, damageMultiplier: number) {
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super((target, user, move) => user.getMoveType(move) === moveType, damageMultiplier);
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@ -5310,8 +5334,8 @@ export function initAbilities() {
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new Ability(Abilities.HEALER, 5)
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.conditionalAttr(pokemon => pokemon.getAlly() && Utils.randSeedInt(10) < 3, PostTurnResetStatusAbAttr, true),
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new Ability(Abilities.FRIEND_GUARD, 5)
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.ignorable()
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.unimplemented(),
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.attr(AlliedFieldDamageReductionAbAttr, 0.75)
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.ignorable(),
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new Ability(Abilities.WEAK_ARMOR, 5)
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.attr(PostDefendStatStageChangeAbAttr, (target, user, move) => move.category === MoveCategory.PHYSICAL, Stat.DEF, -1)
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.attr(PostDefendStatStageChangeAbAttr, (target, user, move) => move.category === MoveCategory.PHYSICAL, Stat.SPD, 2),
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@ -22,7 +22,7 @@ import { reverseCompatibleTms, tmSpecies, tmPoolTiers } from "#app/data/balance/
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import { BattlerTag, BattlerTagLapseType, EncoreTag, GroundedTag, HighestStatBoostTag, SubstituteTag, TypeImmuneTag, getBattlerTag, SemiInvulnerableTag, TypeBoostTag, MoveRestrictionBattlerTag, ExposedTag, DragonCheerTag, CritBoostTag, TrappedTag, TarShotTag, AutotomizedTag, PowerTrickTag } from "../data/battler-tags";
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import { WeatherType } from "#app/data/weather";
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import { ArenaTagSide, NoCritTag, WeakenMoveScreenTag } from "#app/data/arena-tag";
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import { Ability, AbAttr, StatMultiplierAbAttr, BlockCritAbAttr, BonusCritAbAttr, BypassBurnDamageReductionAbAttr, FieldPriorityMoveImmunityAbAttr, IgnoreOpponentStatStagesAbAttr, MoveImmunityAbAttr, PreDefendFullHpEndureAbAttr, ReceivedMoveDamageMultiplierAbAttr, StabBoostAbAttr, StatusEffectImmunityAbAttr, TypeImmunityAbAttr, WeightMultiplierAbAttr, allAbilities, applyAbAttrs, applyStatMultiplierAbAttrs, applyPreApplyBattlerTagAbAttrs, applyPreAttackAbAttrs, applyPreDefendAbAttrs, applyPreSetStatusAbAttrs, UnsuppressableAbilityAbAttr, SuppressFieldAbilitiesAbAttr, NoFusionAbilityAbAttr, MultCritAbAttr, IgnoreTypeImmunityAbAttr, DamageBoostAbAttr, IgnoreTypeStatusEffectImmunityAbAttr, ConditionalCritAbAttr, applyFieldStatMultiplierAbAttrs, FieldMultiplyStatAbAttr, AddSecondStrikeAbAttr, UserFieldStatusEffectImmunityAbAttr, UserFieldBattlerTagImmunityAbAttr, BattlerTagImmunityAbAttr, MoveTypeChangeAbAttr, FullHpResistTypeAbAttr, applyCheckTrappedAbAttrs, CheckTrappedAbAttr, PostSetStatusAbAttr, applyPostSetStatusAbAttrs, InfiltratorAbAttr } from "#app/data/ability";
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import { Ability, AbAttr, StatMultiplierAbAttr, BlockCritAbAttr, BonusCritAbAttr, BypassBurnDamageReductionAbAttr, FieldPriorityMoveImmunityAbAttr, IgnoreOpponentStatStagesAbAttr, MoveImmunityAbAttr, PreDefendFullHpEndureAbAttr, ReceivedMoveDamageMultiplierAbAttr, StabBoostAbAttr, StatusEffectImmunityAbAttr, TypeImmunityAbAttr, WeightMultiplierAbAttr, allAbilities, applyAbAttrs, applyStatMultiplierAbAttrs, applyPreApplyBattlerTagAbAttrs, applyPreAttackAbAttrs, applyPreDefendAbAttrs, applyPreSetStatusAbAttrs, UnsuppressableAbilityAbAttr, SuppressFieldAbilitiesAbAttr, NoFusionAbilityAbAttr, MultCritAbAttr, IgnoreTypeImmunityAbAttr, DamageBoostAbAttr, IgnoreTypeStatusEffectImmunityAbAttr, ConditionalCritAbAttr, applyFieldStatMultiplierAbAttrs, FieldMultiplyStatAbAttr, AddSecondStrikeAbAttr, UserFieldStatusEffectImmunityAbAttr, UserFieldBattlerTagImmunityAbAttr, BattlerTagImmunityAbAttr, MoveTypeChangeAbAttr, FullHpResistTypeAbAttr, applyCheckTrappedAbAttrs, CheckTrappedAbAttr, PostSetStatusAbAttr, applyPostSetStatusAbAttrs, InfiltratorAbAttr, AlliedFieldDamageReductionAbAttr } from "#app/data/ability";
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import PokemonData from "#app/system/pokemon-data";
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import { BattlerIndex } from "#app/battle";
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import { Mode } from "#app/ui/ui";
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@ -2667,9 +2667,15 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
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this.scene.applyModifiers(EnemyDamageReducerModifier, false, damage);
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}
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/** Apply this Pokemon's post-calc defensive modifiers (e.g. Fur Coat) */
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if (!ignoreAbility) {
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applyPreDefendAbAttrs(ReceivedMoveDamageMultiplierAbAttr, this, source, move, cancelled, simulated, damage);
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/** Additionally apply friend guard damage reduction if ally has it. */
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if (this.scene.currentBattle.double && this.getAlly()?.isActive(true)) {
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applyPreDefendAbAttrs(AlliedFieldDamageReductionAbAttr, this.getAlly(), source, move, cancelled, simulated, damage);
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}
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}
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// This attribute may modify damage arbitrarily, so be careful about changing its order of application.
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@ -0,0 +1,120 @@
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import { Moves } from "#enums/moves";
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import { Species } from "#enums/species";
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import { Abilities } from "#enums/abilities";
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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, vi } from "vitest";
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import { BattlerIndex } from "#app/battle";
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import { allAbilities } from "#app/data/ability";
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import { allMoves, MoveCategory } from "#app/data/move";
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describe("Moves - Friend Guard", () => {
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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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.enemyAbility(Abilities.BALL_FETCH)
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.enemyMoveset([ Moves.TACKLE, Moves.SPLASH, Moves.DRAGON_RAGE ])
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.enemySpecies(Species.SHUCKLE)
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.moveset([ Moves.SPLASH ])
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.startingLevel(100);
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});
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it("should reduce damage that other allied Pokémon receive from attacks (from any Pokémon) by 25%", async () => {
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await game.classicMode.startBattle([ Species.BULBASAUR, Species.CHARMANDER ]);
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const [ player1, player2 ] = game.scene.getPlayerField();
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const spy = vi.spyOn(player1, "getAttackDamage");
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const enemy1 = game.scene.getEnemyField()[0];
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game.move.select(Moves.SPLASH);
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game.move.select(Moves.SPLASH, 1);
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await game.forceEnemyMove(Moves.TACKLE, BattlerIndex.PLAYER);
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await game.forceEnemyMove(Moves.SPLASH);
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await game.toNextTurn();
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// Get the last return value from `getAttackDamage`
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const turn1Damage = spy.mock.results[spy.mock.results.length - 1].value.damage;
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// Making sure the test is controlled; turn 1 damage is equal to base damage (after rounding)
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expect(turn1Damage).toBe(Math.floor(player1.getBaseDamage(enemy1, allMoves[Moves.TACKLE], MoveCategory.PHYSICAL)));
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vi.spyOn(player2, "getAbility").mockReturnValue(allAbilities[Abilities.FRIEND_GUARD]);
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game.move.select(Moves.SPLASH);
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game.move.select(Moves.SPLASH, 1);
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await game.forceEnemyMove(Moves.TACKLE, BattlerIndex.PLAYER);
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await game.forceEnemyMove(Moves.SPLASH);
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await game.toNextTurn();
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// Get the last return value from `getAttackDamage`
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const turn2Damage = spy.mock.results[spy.mock.results.length - 1].value.damage;
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// With the ally's Friend Guard, damage should have been reduced from base damage by 25%
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expect(turn2Damage).toBe(Math.floor(player1.getBaseDamage(enemy1, allMoves[Moves.TACKLE], MoveCategory.PHYSICAL) * 0.75));
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});
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it("should NOT reduce damage to pokemon with friend guard", async () => {
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await game.classicMode.startBattle([ Species.BULBASAUR, Species.CHARMANDER ]);
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const player2 = game.scene.getPlayerField()[1];
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const spy = vi.spyOn(player2, "getAttackDamage");
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game.move.select(Moves.SPLASH);
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game.move.select(Moves.SPLASH, 1);
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await game.forceEnemyMove(Moves.TACKLE, BattlerIndex.PLAYER_2);
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await game.forceEnemyMove(Moves.SPLASH);
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await game.toNextTurn();
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const turn1Damage = spy.mock.results[spy.mock.results.length - 1].value.damage;
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vi.spyOn(player2, "getAbility").mockReturnValue(allAbilities[Abilities.FRIEND_GUARD]);
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game.move.select(Moves.SPLASH);
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game.move.select(Moves.SPLASH, 1);
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await game.forceEnemyMove(Moves.TACKLE, BattlerIndex.PLAYER_2);
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await game.forceEnemyMove(Moves.SPLASH);
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await game.toNextTurn();
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const turn2Damage = spy.mock.results[spy.mock.results.length - 1].value.damage;
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expect(turn2Damage).toBe(turn1Damage);
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});
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it("should NOT reduce damage from fixed damage attacks", async () => {
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await game.classicMode.startBattle([ Species.BULBASAUR, Species.CHARMANDER ]);
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const [ player1, player2 ] = game.scene.getPlayerField();
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const spy = vi.spyOn(player1, "getAttackDamage");
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game.move.select(Moves.SPLASH);
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game.move.select(Moves.SPLASH, 1);
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await game.forceEnemyMove(Moves.DRAGON_RAGE, BattlerIndex.PLAYER);
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await game.forceEnemyMove(Moves.SPLASH);
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await game.toNextTurn();
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const turn1Damage = spy.mock.results[spy.mock.results.length - 1].value.damage;
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expect(turn1Damage).toBe(40);
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vi.spyOn(player2, "getAbility").mockReturnValue(allAbilities[Abilities.FRIEND_GUARD]);
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game.move.select(Moves.SPLASH);
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game.move.select(Moves.SPLASH, 1);
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await game.forceEnemyMove(Moves.DRAGON_RAGE, BattlerIndex.PLAYER);
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await game.forceEnemyMove(Moves.SPLASH);
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await game.toNextTurn();
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const turn2Damage = spy.mock.results[spy.mock.results.length - 1].value.damage;
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expect(turn2Damage).toBe(40);
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});
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});
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