Stakeout should trigger if the enemy switches with U-Turn/etc
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@ -5948,7 +5948,7 @@ export function initAbilities() {
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.bypassFaint()
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.partial(), // Meteor form should protect against status effects and yawn
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new Ability(Abilities.STAKEOUT, 7)
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.attr(MovePowerBoostAbAttr, (user, target, move) => user?.scene.currentBattle.turnCommands[target?.getBattlerIndex() ?? BattlerIndex.ATTACKER]?.command === Command.POKEMON, 2),
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.attr(MovePowerBoostAbAttr, (user, target, move) => !!target?.turnData.switchedInThisTurn, 2),
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new Ability(Abilities.WATER_BUBBLE, 7)
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.attr(ReceivedTypeDamageMultiplierAbAttr, Type.FIRE, 0.5)
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.attr(MoveTypePowerBoostAbAttr, Type.WATER, 2)
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@ -0,0 +1,85 @@
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import { BattlerIndex } from "#app/battle";
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import { isBetween } from "#app/utils";
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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("Abilities - Stakeout", () => {
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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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.moveset([ Moves.SPLASH, Moves.SURF ])
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.ability(Abilities.STAKEOUT)
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.battleType("single")
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.disableCrits()
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.startingLevel(100)
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.enemyLevel(100)
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.enemySpecies(Species.SNORLAX)
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.enemyAbility(Abilities.BALL_FETCH)
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.enemyMoveset([ Moves.SPLASH, Moves.FLIP_TURN ])
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.startingWave(5);
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});
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it("should do double damage to a pokemon that switched out", async () => {
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await game.classicMode.startBattle([ Species.MILOTIC ]);
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const [ enemy1, ] = game.scene.getEnemyParty();
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game.move.select(Moves.SURF);
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await game.forceEnemyMove(Moves.SPLASH);
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await game.toNextTurn();
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const damage1 = enemy1.getInverseHp();
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enemy1.hp = enemy1.getMaxHp();
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game.move.select(Moves.SPLASH);
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game.forceEnemyToSwitch();
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await game.toNextTurn();
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game.move.select(Moves.SURF);
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game.forceEnemyToSwitch();
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await game.toNextTurn();
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expect(enemy1.isFainted()).toBe(false);
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expect(isBetween(enemy1.getInverseHp(), (damage1 * 2) - 5, (damage1 * 2) + 5)).toBe(true);
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});
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it("should do double damage to a pokemon that switched out via U-Turn/etc", async () => {
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await game.classicMode.startBattle([ Species.MILOTIC ]);
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const [ enemy1, ] = game.scene.getEnemyParty();
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game.move.select(Moves.SURF);
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await game.forceEnemyMove(Moves.SPLASH);
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await game.toNextTurn();
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const damage1 = enemy1.getInverseHp();
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enemy1.hp = enemy1.getMaxHp();
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game.move.select(Moves.SPLASH);
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await game.forceEnemyMove(Moves.FLIP_TURN);
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await game.toNextTurn();
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game.move.select(Moves.SURF);
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await game.forceEnemyMove(Moves.FLIP_TURN);
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await game.setTurnOrder([ BattlerIndex.ENEMY, BattlerIndex.PLAYER ]);
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await game.toNextTurn();
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expect(enemy1.isFainted()).toBe(false);
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expect(isBetween(enemy1.getInverseHp(), (damage1 * 2) - 5, (damage1 * 2) + 5)).toBe(true);
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});
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});
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