[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>
This commit is contained in:
Mumble 2024-11-07 20:10:46 -08:00 committed by GitHub
parent aa2c794910
commit 4821df68f2
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2 changed files with 38 additions and 11 deletions

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@ -6748,7 +6748,8 @@ export class SketchAttr extends MoveEffectAttr {
return false; return false;
} }
const targetMove = target.getMoveHistory().filter(m => !m.virtual).at(-1); const targetMove = target.getLastXMoves(target.battleSummonData.turnCount)
.find(m => m.move !== Moves.NONE && m.move !== Moves.STRUGGLE && !m.virtual);
if (!targetMove) { if (!targetMove) {
return false; return false;
} }

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@ -1,10 +1,12 @@
import { Abilities } from "#enums/abilities"; import { Abilities } from "#enums/abilities";
import { Moves } from "#enums/moves"; import { Moves } from "#enums/moves";
import { Species } from "#enums/species"; import { Species } from "#enums/species";
import { MoveResult } from "#app/field/pokemon"; import { MoveResult, PokemonMove } from "#app/field/pokemon";
import GameManager from "#test/utils/gameManager"; import GameManager from "#test/utils/gameManager";
import Phaser from "phaser"; import Phaser from "phaser";
import { afterEach, beforeAll, beforeEach, describe, expect, it } from "vitest"; import { afterEach, beforeAll, beforeEach, describe, expect, it } from "vitest";
import { StatusEffect } from "#app/enums/status-effect";
import { BattlerIndex } from "#app/battle";
describe("Moves - Sketch", () => { describe("Moves - Sketch", () => {
let phaserGame: Phaser.Game; let phaserGame: Phaser.Game;
@ -32,22 +34,46 @@ describe("Moves - Sketch", () => {
}); });
it("Sketch should not fail even if a previous Sketch failed to retrieve a valid move and ran out of PP", async () => { it("Sketch should not fail even if a previous Sketch failed to retrieve a valid move and ran out of PP", async () => {
game.override.moveset([ Moves.SKETCH, Moves.SKETCH ]);
await game.classicMode.startBattle([ Species.REGIELEKI ]); await game.classicMode.startBattle([ Species.REGIELEKI ]);
const playerPokemon = game.scene.getPlayerPokemon(); const playerPokemon = game.scene.getPlayerPokemon()!;
// can't use normal moveset override because we need to check moveset changes
playerPokemon.moveset = [ new PokemonMove(Moves.SKETCH), new PokemonMove(Moves.SKETCH) ];
game.move.select(Moves.SKETCH); game.move.select(Moves.SKETCH);
await game.phaseInterceptor.to("TurnEndPhase"); await game.phaseInterceptor.to("TurnEndPhase");
expect(playerPokemon?.getLastXMoves()[0].result).toBe(MoveResult.FAIL); expect(playerPokemon.getLastXMoves()[0].result).toBe(MoveResult.FAIL);
const moveSlot0 = playerPokemon?.getMoveset()[0]; const moveSlot0 = playerPokemon.getMoveset()[0]!;
expect(moveSlot0?.moveId).toBe(Moves.SKETCH); expect(moveSlot0.moveId).toBe(Moves.SKETCH);
expect(moveSlot0?.getPpRatio()).toBe(0); expect(moveSlot0.getPpRatio()).toBe(0);
await game.toNextTurn(); await game.toNextTurn();
game.move.select(Moves.SKETCH); game.move.select(Moves.SKETCH);
await game.phaseInterceptor.to("TurnEndPhase"); await game.phaseInterceptor.to("TurnEndPhase");
expect(playerPokemon?.getLastXMoves()[0].result).toBe(MoveResult.SUCCESS); expect(playerPokemon.getLastXMoves()[0].result).toBe(MoveResult.SUCCESS);
// Can't verify if the player Pokemon's moveset was successfully changed because of overrides. expect(playerPokemon.moveset[0]?.moveId).toBe(Moves.SPLASH);
expect(playerPokemon.moveset[1]?.moveId).toBe(Moves.SKETCH);
});
it("Sketch should retrieve the most recent valid move from its target history", async () => {
game.override.enemyStatusEffect(StatusEffect.PARALYSIS);
await game.classicMode.startBattle([ Species.REGIELEKI ]);
const playerPokemon = game.scene.getPlayerPokemon()!;
const enemyPokemon = game.scene.getEnemyPokemon()!;
playerPokemon.moveset = [ new PokemonMove(Moves.SKETCH), new PokemonMove(Moves.GROWL) ];
game.move.select(Moves.GROWL);
await game.setTurnOrder([ BattlerIndex.ENEMY, BattlerIndex.PLAYER ]);
await game.move.forceStatusActivation(false);
await game.phaseInterceptor.to("TurnEndPhase");
expect(enemyPokemon.getLastXMoves()[0].result).toBe(MoveResult.SUCCESS);
await game.toNextTurn();
game.move.select(Moves.SKETCH);
await game.setTurnOrder([ BattlerIndex.ENEMY, BattlerIndex.PLAYER ]);
await game.move.forceStatusActivation(true);
await game.phaseInterceptor.to("TurnEndPhase");
expect(playerPokemon.getLastXMoves()[0].result).toBe(MoveResult.SUCCESS);
expect(playerPokemon.moveset[0]?.moveId).toBe(Moves.SPLASH);
expect(playerPokemon.moveset[1]?.moveId).toBe(Moves.GROWL);
}); });
}); });