[P1] Prevents crash from using Sketch against a lost turn (#4806)
* Added check to make sure that Sketch does not copy a failed move. * Added check for Struggle. * Added a revised check. * Added test + change to valid move finding conditional. * Made revision to .find target * Reverting previous commit, whoops. * Add moveset checks to Sketch tests --------- Co-authored-by: frutescens <info@laptop> Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
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@ -6748,7 +6748,8 @@ export class SketchAttr extends MoveEffectAttr {
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return false;
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}
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const targetMove = target.getMoveHistory().filter(m => !m.virtual).at(-1);
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const targetMove = target.getLastXMoves(target.battleSummonData.turnCount)
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.find(m => m.move !== Moves.NONE && m.move !== Moves.STRUGGLE && !m.virtual);
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if (!targetMove) {
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return false;
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}
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@ -1,10 +1,12 @@
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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 { MoveResult } from "#app/field/pokemon";
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import { MoveResult, PokemonMove } from "#app/field/pokemon";
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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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import { StatusEffect } from "#app/enums/status-effect";
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import { BattlerIndex } from "#app/battle";
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describe("Moves - Sketch", () => {
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let phaserGame: Phaser.Game;
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@ -32,22 +34,46 @@ describe("Moves - Sketch", () => {
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});
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it("Sketch should not fail even if a previous Sketch failed to retrieve a valid move and ran out of PP", async () => {
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game.override.moveset([ Moves.SKETCH, Moves.SKETCH ]);
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await game.classicMode.startBattle([ Species.REGIELEKI ]);
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const playerPokemon = game.scene.getPlayerPokemon();
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const playerPokemon = game.scene.getPlayerPokemon()!;
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// can't use normal moveset override because we need to check moveset changes
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playerPokemon.moveset = [ new PokemonMove(Moves.SKETCH), new PokemonMove(Moves.SKETCH) ];
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game.move.select(Moves.SKETCH);
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await game.phaseInterceptor.to("TurnEndPhase");
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expect(playerPokemon?.getLastXMoves()[0].result).toBe(MoveResult.FAIL);
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const moveSlot0 = playerPokemon?.getMoveset()[0];
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expect(moveSlot0?.moveId).toBe(Moves.SKETCH);
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expect(moveSlot0?.getPpRatio()).toBe(0);
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expect(playerPokemon.getLastXMoves()[0].result).toBe(MoveResult.FAIL);
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const moveSlot0 = playerPokemon.getMoveset()[0]!;
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expect(moveSlot0.moveId).toBe(Moves.SKETCH);
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expect(moveSlot0.getPpRatio()).toBe(0);
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await game.toNextTurn();
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game.move.select(Moves.SKETCH);
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await game.phaseInterceptor.to("TurnEndPhase");
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expect(playerPokemon?.getLastXMoves()[0].result).toBe(MoveResult.SUCCESS);
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// Can't verify if the player Pokemon's moveset was successfully changed because of overrides.
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expect(playerPokemon.getLastXMoves()[0].result).toBe(MoveResult.SUCCESS);
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expect(playerPokemon.moveset[0]?.moveId).toBe(Moves.SPLASH);
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expect(playerPokemon.moveset[1]?.moveId).toBe(Moves.SKETCH);
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});
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it("Sketch should retrieve the most recent valid move from its target history", async () => {
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game.override.enemyStatusEffect(StatusEffect.PARALYSIS);
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await game.classicMode.startBattle([ Species.REGIELEKI ]);
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const playerPokemon = game.scene.getPlayerPokemon()!;
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const enemyPokemon = game.scene.getEnemyPokemon()!;
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playerPokemon.moveset = [ new PokemonMove(Moves.SKETCH), new PokemonMove(Moves.GROWL) ];
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game.move.select(Moves.GROWL);
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await game.setTurnOrder([ BattlerIndex.ENEMY, BattlerIndex.PLAYER ]);
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await game.move.forceStatusActivation(false);
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await game.phaseInterceptor.to("TurnEndPhase");
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expect(enemyPokemon.getLastXMoves()[0].result).toBe(MoveResult.SUCCESS);
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await game.toNextTurn();
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game.move.select(Moves.SKETCH);
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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("TurnEndPhase");
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expect(playerPokemon.getLastXMoves()[0].result).toBe(MoveResult.SUCCESS);
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expect(playerPokemon.moveset[0]?.moveId).toBe(Moves.SPLASH);
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expect(playerPokemon.moveset[1]?.moveId).toBe(Moves.GROWL);
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});
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});
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