[Bug] Fix enemy faint causing Frenzy moves to mishandle paralysis (#4680)
* [BUG] Added frenzy reset function during move phase should move be cancelled (#4227) * Revert [P2 BUG] Fix since it does not work and is faulty * [P2 BUG] Implemented correct frenzy Tag and Movequeue reset should frenzy move fail (#4277) * Cleaned up Bug Fix using frenzyMissFunc * Added automated test case for frenzy move edge case * Improvement to frenzy move reset test case speed * Fix test * Add missing import --------- Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
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@ -3,7 +3,7 @@ import BattleScene from "#app/battle-scene";
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import { applyAbAttrs, applyPostMoveUsedAbAttrs, applyPreAttackAbAttrs, BlockRedirectAbAttr, IncreasePpAbAttr, PokemonTypeChangeAbAttr, PostMoveUsedAbAttr, RedirectMoveAbAttr, ReduceStatusEffectDurationAbAttr } from "#app/data/ability";
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import { CommonAnim } from "#app/data/battle-anims";
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import { BattlerTagLapseType, CenterOfAttentionTag } from "#app/data/battler-tags";
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import { allMoves, applyMoveAttrs, BypassRedirectAttr, BypassSleepAttr, CopyMoveAttr, HealStatusEffectAttr, MoveFlags, PreMoveMessageAttr } from "#app/data/move";
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import { allMoves, applyMoveAttrs, BypassRedirectAttr, BypassSleepAttr, CopyMoveAttr, frenzyMissFunc, HealStatusEffectAttr, MoveFlags, PreMoveMessageAttr } from "#app/data/move";
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import { SpeciesFormChangePreMoveTrigger } from "#app/data/pokemon-forms";
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import { getStatusEffectActivationText, getStatusEffectHealText } from "#app/data/status-effect";
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import { Type } from "#app/data/type";
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@ -470,6 +470,10 @@ export class MovePhase extends BattlePhase {
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this.scene.eventTarget.dispatchEvent(new MoveUsedEvent(this.pokemon?.id, this.move.getMove(), ppUsed));
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}
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if (this.cancelled && this.pokemon.summonData?.tags?.find(t => t.tagType === BattlerTagType.FRENZY)) {
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frenzyMissFunc(this.pokemon, this.move.getMove());
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}
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this.pokemon.pushMoveHistory({ move: Moves.NONE, result: MoveResult.FAIL });
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this.pokemon.lapseTags(BattlerTagLapseType.MOVE_EFFECT);
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@ -0,0 +1,72 @@
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import { BattlerIndex } from "#app/battle";
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import { Abilities } from "#enums/abilities";
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import { BattlerTagType } from "#enums/battler-tag-type";
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import { StatusEffect } from "#enums/status-effect";
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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, it, expect } from "vitest";
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describe("Frenzy Move Reset", () => {
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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("single")
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.disableCrits()
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.starterSpecies(Species.MAGIKARP)
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.moveset(Moves.THRASH)
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.statusEffect(StatusEffect.PARALYSIS)
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.enemyMoveset(Moves.SPLASH)
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.enemyLevel(100)
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.enemySpecies(Species.SHUCKLE)
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.enemyAbility(Abilities.BALL_FETCH);
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});
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/*
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* Thrash (or frenzy moves in general) should not continue to run if attack fails due to paralysis
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*
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* This is a 3-turn Thrash test:
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* 1. Thrash is selected and succeeds to hit the enemy -> Enemy Faints
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*
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* 2. Thrash is automatically selected but misses due to paralysis
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* Note: After missing the Pokemon should stop automatically attacking
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*
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* 3. At the start of the 3rd turn the Player should be able to select a move/switch Pokemon/etc.
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* Note: This means that BattlerTag.FRENZY is not anymore in pokemon.summonData.tags and pokemon.summonData.moveQueue is empty
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*
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*/
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it("should cancel frenzy move if move fails turn 2", async () => {
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await game.classicMode.startBattle();
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const playerPokemon = game.scene.getPlayerPokemon()!;
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game.move.select(Moves.THRASH);
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await game.setTurnOrder([ BattlerIndex.PLAYER, BattlerIndex.ENEMY ]);
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await game.move.forceStatusActivation(false);
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await game.toNextTurn();
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expect(playerPokemon.summonData.moveQueue.length).toBe(2);
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expect(playerPokemon.summonData.tags.some(tag => tag.tagType === BattlerTagType.FRENZY)).toBe(true);
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await game.setTurnOrder([ BattlerIndex.PLAYER, BattlerIndex.ENEMY ]);
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await game.move.forceStatusActivation(true);
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await game.toNextTurn();
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expect(playerPokemon.summonData.moveQueue.length).toBe(0);
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expect(playerPokemon.summonData.tags.some(tag => tag.tagType === BattlerTagType.FRENZY)).toBe(false);
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});
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});
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