[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>
This commit is contained in:
geeilhan 2024-10-29 16:36:24 +01:00 committed by GitHub
parent 13377806ff
commit 38a6bf07e3
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2 changed files with 77 additions and 1 deletions

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@ -3,7 +3,7 @@ import BattleScene from "#app/battle-scene";
import { applyAbAttrs, applyPostMoveUsedAbAttrs, applyPreAttackAbAttrs, BlockRedirectAbAttr, IncreasePpAbAttr, PokemonTypeChangeAbAttr, PostMoveUsedAbAttr, RedirectMoveAbAttr, ReduceStatusEffectDurationAbAttr } from "#app/data/ability"; import { applyAbAttrs, applyPostMoveUsedAbAttrs, applyPreAttackAbAttrs, BlockRedirectAbAttr, IncreasePpAbAttr, PokemonTypeChangeAbAttr, PostMoveUsedAbAttr, RedirectMoveAbAttr, ReduceStatusEffectDurationAbAttr } from "#app/data/ability";
import { CommonAnim } from "#app/data/battle-anims"; import { CommonAnim } from "#app/data/battle-anims";
import { BattlerTagLapseType, CenterOfAttentionTag } from "#app/data/battler-tags"; import { BattlerTagLapseType, CenterOfAttentionTag } from "#app/data/battler-tags";
import { allMoves, applyMoveAttrs, BypassRedirectAttr, BypassSleepAttr, CopyMoveAttr, HealStatusEffectAttr, MoveFlags, PreMoveMessageAttr } from "#app/data/move"; import { allMoves, applyMoveAttrs, BypassRedirectAttr, BypassSleepAttr, CopyMoveAttr, frenzyMissFunc, HealStatusEffectAttr, MoveFlags, PreMoveMessageAttr } from "#app/data/move";
import { SpeciesFormChangePreMoveTrigger } from "#app/data/pokemon-forms"; import { SpeciesFormChangePreMoveTrigger } from "#app/data/pokemon-forms";
import { getStatusEffectActivationText, getStatusEffectHealText } from "#app/data/status-effect"; import { getStatusEffectActivationText, getStatusEffectHealText } from "#app/data/status-effect";
import { Type } from "#app/data/type"; import { Type } from "#app/data/type";
@ -470,6 +470,10 @@ export class MovePhase extends BattlePhase {
this.scene.eventTarget.dispatchEvent(new MoveUsedEvent(this.pokemon?.id, this.move.getMove(), ppUsed)); this.scene.eventTarget.dispatchEvent(new MoveUsedEvent(this.pokemon?.id, this.move.getMove(), ppUsed));
} }
if (this.cancelled && this.pokemon.summonData?.tags?.find(t => t.tagType === BattlerTagType.FRENZY)) {
frenzyMissFunc(this.pokemon, this.move.getMove());
}
this.pokemon.pushMoveHistory({ move: Moves.NONE, result: MoveResult.FAIL }); this.pokemon.pushMoveHistory({ move: Moves.NONE, result: MoveResult.FAIL });
this.pokemon.lapseTags(BattlerTagLapseType.MOVE_EFFECT); this.pokemon.lapseTags(BattlerTagLapseType.MOVE_EFFECT);

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@ -0,0 +1,72 @@
import { BattlerIndex } from "#app/battle";
import { Abilities } from "#enums/abilities";
import { BattlerTagType } from "#enums/battler-tag-type";
import { StatusEffect } from "#enums/status-effect";
import { Moves } from "#enums/moves";
import { Species } from "#enums/species";
import GameManager from "#test/utils/gameManager";
import Phaser from "phaser";
import { afterEach, beforeAll, beforeEach, describe, it, expect } from "vitest";
describe("Frenzy Move Reset", () => {
let phaserGame: Phaser.Game;
let game: GameManager;
beforeAll(() => {
phaserGame = new Phaser.Game({
type: Phaser.HEADLESS,
});
});
afterEach(() => {
game.phaseInterceptor.restoreOg();
});
beforeEach(() => {
game = new GameManager(phaserGame);
game.override
.battleType("single")
.disableCrits()
.starterSpecies(Species.MAGIKARP)
.moveset(Moves.THRASH)
.statusEffect(StatusEffect.PARALYSIS)
.enemyMoveset(Moves.SPLASH)
.enemyLevel(100)
.enemySpecies(Species.SHUCKLE)
.enemyAbility(Abilities.BALL_FETCH);
});
/*
* Thrash (or frenzy moves in general) should not continue to run if attack fails due to paralysis
*
* This is a 3-turn Thrash test:
* 1. Thrash is selected and succeeds to hit the enemy -> Enemy Faints
*
* 2. Thrash is automatically selected but misses due to paralysis
* Note: After missing the Pokemon should stop automatically attacking
*
* 3. At the start of the 3rd turn the Player should be able to select a move/switch Pokemon/etc.
* Note: This means that BattlerTag.FRENZY is not anymore in pokemon.summonData.tags and pokemon.summonData.moveQueue is empty
*
*/
it("should cancel frenzy move if move fails turn 2", async () => {
await game.classicMode.startBattle();
const playerPokemon = game.scene.getPlayerPokemon()!;
game.move.select(Moves.THRASH);
await game.setTurnOrder([ BattlerIndex.PLAYER, BattlerIndex.ENEMY ]);
await game.move.forceStatusActivation(false);
await game.toNextTurn();
expect(playerPokemon.summonData.moveQueue.length).toBe(2);
expect(playerPokemon.summonData.tags.some(tag => tag.tagType === BattlerTagType.FRENZY)).toBe(true);
await game.setTurnOrder([ BattlerIndex.PLAYER, BattlerIndex.ENEMY ]);
await game.move.forceStatusActivation(true);
await game.toNextTurn();
expect(playerPokemon.summonData.moveQueue.length).toBe(0);
expect(playerPokemon.summonData.tags.some(tag => tag.tagType === BattlerTagType.FRENZY)).toBe(false);
});
});