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[P1 Bug] Fix several Destiny Bond crashes (#4665)
* [P1 Bug] Fix several Destiny Bond crashes * PR Feedback
This commit is contained in:
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@ -3834,8 +3834,8 @@ export class LastMoveDoublePowerAttr extends VariablePowerAttr {
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for (const p of pokemonActed) {
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const [ lastMove ] = p.getLastXMoves(1);
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if (lastMove.result !== MoveResult.FAIL) {
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if ((lastMove.result === MoveResult.SUCCESS) && (lastMove.move === this.move)) {
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if (lastMove?.result !== MoveResult.FAIL) {
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if ((lastMove?.result === MoveResult.SUCCESS) && (lastMove?.move === this.move)) {
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power.value *= 2;
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return true;
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} else {
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@ -4736,7 +4736,7 @@ export class AddBattlerTagAttr extends MoveEffectAttr {
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}
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canApply(user: Pokemon, target: Pokemon, move: Move, args: any[]): boolean {
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if (!super.canApply(user, target, move, args) || (this.cancelOnFail === true && user.getLastXMoves(1)[0].result === MoveResult.FAIL)) {
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if (!super.canApply(user, target, move, args) || (this.cancelOnFail === true && user.getLastXMoves(1)[0]?.result === MoveResult.FAIL)) {
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return false;
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} else {
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return true;
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@ -5174,7 +5174,7 @@ export class AddArenaTagAttr extends MoveEffectAttr {
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return false;
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}
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if ((move.chance < 0 || move.chance === 100 || user.randSeedInt(100) < move.chance) && user.getLastXMoves(1)[0].result === MoveResult.SUCCESS) {
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if ((move.chance < 0 || move.chance === 100 || user.randSeedInt(100) < move.chance) && user.getLastXMoves(1)[0]?.result === MoveResult.SUCCESS) {
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user.scene.arena.addTag(this.tagType, this.turnCount, move.id, user.id, (this.selfSideTarget ? user : target).isPlayer() ? ArenaTagSide.PLAYER : ArenaTagSide.ENEMY);
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return true;
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}
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@ -5249,7 +5249,7 @@ export class AddArenaTrapTagHitAttr extends AddArenaTagAttr {
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const moveChance = this.getMoveChance(user, target, move, this.selfTarget, true);
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const side = (this.selfSideTarget ? user : target).isPlayer() ? ArenaTagSide.PLAYER : ArenaTagSide.ENEMY;
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const tag = user.scene.arena.getTagOnSide(this.tagType, side) as ArenaTrapTag;
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if ((moveChance < 0 || moveChance === 100 || user.randSeedInt(100) < moveChance) && user.getLastXMoves(1)[0].result === MoveResult.SUCCESS) {
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if ((moveChance < 0 || moveChance === 100 || user.randSeedInt(100) < moveChance) && user.getLastXMoves(1)[0]?.result === MoveResult.SUCCESS) {
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user.scene.arena.addTag(this.tagType, 0, move.id, user.id, side);
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if (!tag) {
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return true;
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@ -5386,7 +5386,7 @@ export class AddPledgeEffectAttr extends AddArenaTagAttr {
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override apply(user: Pokemon, target: Pokemon, move: Move, args: any[]): boolean {
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// TODO: add support for `HIT` effect triggering in AddArenaTagAttr to remove the need for this check
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if (user.getLastXMoves(1)[0].result !== MoveResult.SUCCESS) {
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if (user.getLastXMoves(1)[0]?.result !== MoveResult.SUCCESS) {
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return false;
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}
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@ -2810,15 +2810,16 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
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if (this.isFainted()) {
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// set splice index here, so future scene queues happen before FaintedPhase
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this.scene.setPhaseQueueSplice();
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if (!isNullOrUndefined(destinyTag) && dmg) {
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// Destiny Bond will activate during FaintPhase
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this.scene.unshiftPhase(new FaintPhase(this.scene, this.getBattlerIndex(), isOneHitKo, destinyTag, source));
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} else {
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this.scene.unshiftPhase(new FaintPhase(this.scene, this.getBattlerIndex(), isOneHitKo));
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}
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this.destroySubstitute();
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this.resetSummonData();
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}
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if (dmg) {
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destinyTag?.lapse(source, BattlerTagLapseType.CUSTOM);
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}
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return result;
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}
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}
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@ -1,12 +1,12 @@
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import BattleScene from "#app/battle-scene";
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import { BattlerIndex, BattleType } from "#app/battle";
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import { applyPostFaintAbAttrs, PostFaintAbAttr, applyPostKnockOutAbAttrs, PostKnockOutAbAttr, applyPostVictoryAbAttrs, PostVictoryAbAttr } from "#app/data/ability";
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import { BattlerTagLapseType } from "#app/data/battler-tags";
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import { BattlerTagLapseType, DestinyBondTag } from "#app/data/battler-tags";
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import { battleSpecDialogue } from "#app/data/dialogue";
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import { allMoves, PostVictoryStatStageChangeAttr } from "#app/data/move";
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import { BattleSpec } from "#app/enums/battle-spec";
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import { StatusEffect } from "#app/enums/status-effect";
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import { PokemonMove, EnemyPokemon, PlayerPokemon, HitResult } from "#app/field/pokemon";
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import Pokemon, { PokemonMove, EnemyPokemon, PlayerPokemon, HitResult } from "#app/field/pokemon";
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import { getPokemonNameWithAffix } from "#app/messages";
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import { PokemonInstantReviveModifier } from "#app/modifier/modifier";
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import i18next from "i18next";
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@ -19,19 +19,39 @@ import { SwitchPhase } from "./switch-phase";
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import { VictoryPhase } from "./victory-phase";
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import { SpeciesFormChangeActiveTrigger } from "#app/data/pokemon-forms";
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import { SwitchType } from "#enums/switch-type";
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import { isNullOrUndefined } from "#app/utils";
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export class FaintPhase extends PokemonPhase {
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/**
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* Whether or not enduring (for this phase's purposes, Reviver Seed) should be prevented
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*/
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private preventEndure: boolean;
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constructor(scene: BattleScene, battlerIndex: BattlerIndex, preventEndure?: boolean) {
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/**
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* Destiny Bond tag belonging to the currently fainting Pokemon, if applicable
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*/
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private destinyTag?: DestinyBondTag;
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/**
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* The source Pokemon that dealt fatal damage and should get KO'd by Destiny Bond, if applicable
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*/
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private source?: Pokemon;
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constructor(scene: BattleScene, battlerIndex: BattlerIndex, preventEndure: boolean = false, destinyTag?: DestinyBondTag, source?: Pokemon) {
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super(scene, battlerIndex);
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this.preventEndure = preventEndure!; // TODO: is this bang correct?
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this.preventEndure = preventEndure;
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this.destinyTag = destinyTag;
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this.source = source;
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}
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start() {
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super.start();
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if (!isNullOrUndefined(this.destinyTag) && !isNullOrUndefined(this.source)) {
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this.destinyTag.lapse(this.source, BattlerTagLapseType.CUSTOM);
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}
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if (!this.preventEndure) {
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const instantReviveModifier = this.scene.applyModifier(PokemonInstantReviveModifier, this.player, this.getPokemon()) as PokemonInstantReviveModifier;
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255
src/test/moves/destiny_bond.test.ts
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255
src/test/moves/destiny_bond.test.ts
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@ -0,0 +1,255 @@
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import { ArenaTagSide, ArenaTrapTag } from "#app/data/arena-tag";
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import { allMoves } from "#app/data/move";
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import { Abilities } from "#enums/abilities";
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import { ArenaTagType } from "#enums/arena-tag-type";
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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, vi } from "vitest";
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import { BattlerIndex } from "#app/battle";
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import { StatusEffect } from "#enums/status-effect";
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import { PokemonInstantReviveModifier } from "#app/modifier/modifier";
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describe("Moves - Destiny Bond", () => {
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let phaserGame: Phaser.Game;
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let game: GameManager;
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const defaultParty = [ Species.BULBASAUR, Species.SQUIRTLE ];
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const enemyFirst = [ BattlerIndex.ENEMY, BattlerIndex.PLAYER ];
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const playerFirst = [ BattlerIndex.PLAYER, BattlerIndex.ENEMY ];
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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.battleType("single")
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.ability(Abilities.UNNERVE) // Pre-emptively prevent flakiness from opponent berries
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.enemySpecies(Species.RATTATA)
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.enemyAbility(Abilities.RUN_AWAY)
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.startingLevel(100) // Make sure tested moves KO
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.enemyLevel(5)
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.enemyMoveset(Moves.DESTINY_BOND);
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});
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it("should KO the opponent on the same turn", async () => {
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const moveToUse = Moves.TACKLE;
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game.override.moveset(moveToUse);
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await game.classicMode.startBattle(defaultParty);
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const enemyPokemon = game.scene.getEnemyPokemon();
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const playerPokemon = game.scene.getPlayerPokemon();
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game.move.select(moveToUse);
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await game.setTurnOrder(enemyFirst);
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await game.phaseInterceptor.to("BerryPhase");
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expect(enemyPokemon?.isFainted()).toBe(true);
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expect(playerPokemon?.isFainted()).toBe(true);
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});
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it("should KO the opponent on the next turn", async () => {
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const moveToUse = Moves.TACKLE;
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game.override.moveset([ Moves.SPLASH, moveToUse ]);
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await game.classicMode.startBattle(defaultParty);
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const enemyPokemon = game.scene.getEnemyPokemon();
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const playerPokemon = game.scene.getPlayerPokemon();
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// Turn 1: Enemy uses Destiny Bond and doesn't faint
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game.move.select(Moves.SPLASH);
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await game.setTurnOrder(playerFirst);
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await game.toNextTurn();
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expect(enemyPokemon?.isFainted()).toBe(false);
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expect(playerPokemon?.isFainted()).toBe(false);
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// Turn 2: Player KO's the enemy before the enemy's turn
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game.move.select(moveToUse);
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await game.setTurnOrder(playerFirst);
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await game.phaseInterceptor.to("BerryPhase");
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expect(enemyPokemon?.isFainted()).toBe(true);
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expect(playerPokemon?.isFainted()).toBe(true);
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});
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it("should fail if used twice in a row", async () => {
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const moveToUse = Moves.TACKLE;
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game.override.moveset([ Moves.SPLASH, moveToUse ]);
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await game.classicMode.startBattle(defaultParty);
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const enemyPokemon = game.scene.getEnemyPokemon();
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const playerPokemon = game.scene.getPlayerPokemon();
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// Turn 1: Enemy uses Destiny Bond and doesn't faint
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game.move.select(Moves.SPLASH);
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await game.setTurnOrder(enemyFirst);
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await game.toNextTurn();
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expect(enemyPokemon?.isFainted()).toBe(false);
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expect(playerPokemon?.isFainted()).toBe(false);
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// Turn 2: Enemy should fail Destiny Bond then get KO'd
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game.move.select(moveToUse);
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await game.setTurnOrder(enemyFirst);
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await game.phaseInterceptor.to("BerryPhase");
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expect(enemyPokemon?.isFainted()).toBe(true);
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expect(playerPokemon?.isFainted()).toBe(false);
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});
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it("should not KO the opponent if the user dies to weather", async () => {
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// Opponent will be reduced to 1 HP by False Swipe, then faint to Sandstorm
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const moveToUse = Moves.FALSE_SWIPE;
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game.override.moveset(moveToUse)
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.ability(Abilities.SAND_STREAM);
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await game.classicMode.startBattle(defaultParty);
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const enemyPokemon = game.scene.getEnemyPokemon();
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const playerPokemon = game.scene.getPlayerPokemon();
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game.move.select(moveToUse);
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await game.setTurnOrder(enemyFirst);
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await game.phaseInterceptor.to("BerryPhase");
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expect(enemyPokemon?.isFainted()).toBe(true);
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expect(playerPokemon?.isFainted()).toBe(false);
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});
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it("should not KO the opponent if the user had another turn", async () => {
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const moveToUse = Moves.TACKLE;
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game.override.moveset([ Moves.SPORE, moveToUse ]);
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await game.classicMode.startBattle(defaultParty);
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const enemyPokemon = game.scene.getEnemyPokemon();
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const playerPokemon = game.scene.getPlayerPokemon();
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// Turn 1: Enemy uses Destiny Bond and doesn't faint
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game.move.select(Moves.SPORE);
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await game.setTurnOrder(enemyFirst);
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await game.toNextTurn();
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expect(enemyPokemon?.isFainted()).toBe(false);
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expect(playerPokemon?.isFainted()).toBe(false);
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expect(enemyPokemon?.status?.effect).toBe(StatusEffect.SLEEP);
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// Turn 2: Enemy should skip a turn due to sleep, then get KO'd
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game.move.select(moveToUse);
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await game.setTurnOrder(enemyFirst);
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await game.phaseInterceptor.to("BerryPhase");
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expect(enemyPokemon?.isFainted()).toBe(true);
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expect(playerPokemon?.isFainted()).toBe(false);
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});
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it("should not KO an ally", async () => {
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game.override.moveset([ Moves.DESTINY_BOND, Moves.CRUNCH ])
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.battleType("double");
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await game.classicMode.startBattle([ Species.SHEDINJA, Species.BULBASAUR, Species.SQUIRTLE ]);
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const enemyPokemon0 = game.scene.getEnemyField()[0];
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const enemyPokemon1 = game.scene.getEnemyField()[1];
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const playerPokemon0 = game.scene.getPlayerField()[0];
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const playerPokemon1 = game.scene.getPlayerField()[1];
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// Shedinja uses Destiny Bond, then ally Bulbasaur KO's Shedinja with Crunch
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game.move.select(Moves.DESTINY_BOND, 0);
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game.move.select(Moves.CRUNCH, 1, BattlerIndex.PLAYER);
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await game.setTurnOrder([ BattlerIndex.PLAYER, BattlerIndex.PLAYER_2, BattlerIndex.ENEMY, BattlerIndex.ENEMY_2 ]);
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await game.phaseInterceptor.to("BerryPhase");
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expect(enemyPokemon0?.isFainted()).toBe(false);
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expect(enemyPokemon1?.isFainted()).toBe(false);
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expect(playerPokemon0?.isFainted()).toBe(true);
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expect(playerPokemon1?.isFainted()).toBe(false);
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});
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it("should not cause a crash if the user is KO'd by Ceaseless Edge", async () => {
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const moveToUse = Moves.CEASELESS_EDGE;
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vi.spyOn(allMoves[moveToUse], "accuracy", "get").mockReturnValue(100);
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game.override.moveset(moveToUse);
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await game.classicMode.startBattle(defaultParty);
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const enemyPokemon = game.scene.getEnemyPokemon();
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const playerPokemon = game.scene.getPlayerPokemon();
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game.move.select(moveToUse);
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await game.setTurnOrder(enemyFirst);
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await game.phaseInterceptor.to("BerryPhase");
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expect(enemyPokemon?.isFainted()).toBe(true);
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expect(playerPokemon?.isFainted()).toBe(true);
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// Ceaseless Edge spikes effect should still activate
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const tagAfter = game.scene.arena.getTagOnSide(ArenaTagType.SPIKES, ArenaTagSide.ENEMY) as ArenaTrapTag;
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expect(tagAfter.tagType).toBe(ArenaTagType.SPIKES);
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expect(tagAfter.layers).toBe(1);
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});
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it("should not cause a crash if the user is KO'd by Pledge moves", async () => {
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game.override.moveset([ Moves.GRASS_PLEDGE, Moves.WATER_PLEDGE ])
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.battleType("double");
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await game.classicMode.startBattle(defaultParty);
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const enemyPokemon0 = game.scene.getEnemyField()[0];
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const enemyPokemon1 = game.scene.getEnemyField()[1];
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const playerPokemon0 = game.scene.getPlayerField()[0];
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const playerPokemon1 = game.scene.getPlayerField()[1];
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game.move.select(Moves.GRASS_PLEDGE, 0, BattlerIndex.ENEMY);
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game.move.select(Moves.WATER_PLEDGE, 1, BattlerIndex.ENEMY);
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await game.setTurnOrder([ BattlerIndex.ENEMY, BattlerIndex.ENEMY_2, BattlerIndex.PLAYER, BattlerIndex.PLAYER_2 ]);
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await game.phaseInterceptor.to("BerryPhase");
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expect(enemyPokemon0?.isFainted()).toBe(true);
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expect(enemyPokemon1?.isFainted()).toBe(false);
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expect(playerPokemon0?.isFainted()).toBe(false);
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expect(playerPokemon1?.isFainted()).toBe(true);
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// Pledge secondary effect should still activate
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const tagAfter = game.scene.arena.getTagOnSide(ArenaTagType.GRASS_WATER_PLEDGE, ArenaTagSide.ENEMY) as ArenaTrapTag;
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expect(tagAfter.tagType).toBe(ArenaTagType.GRASS_WATER_PLEDGE);
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});
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/**
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* In particular, this should prevent something like
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* {@link https://github.com/pagefaultgames/pokerogue/issues/4219}
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* from occurring with fainting by KO'ing a Destiny Bond user with U-Turn.
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*/
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it("should not allow the opponent to revive via Reviver Seed", async () => {
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const moveToUse = Moves.TACKLE;
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game.override.moveset(moveToUse)
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.startingHeldItems([{ name: "REVIVER_SEED" }]);
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await game.classicMode.startBattle(defaultParty);
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const enemyPokemon = game.scene.getEnemyPokemon();
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const playerPokemon = game.scene.getPlayerPokemon();
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game.move.select(moveToUse);
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await game.setTurnOrder(enemyFirst);
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await game.phaseInterceptor.to("BerryPhase");
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expect(enemyPokemon?.isFainted()).toBe(true);
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expect(playerPokemon?.isFainted()).toBe(true);
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// Check that the Tackle user's Reviver Seed did not activate
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const revSeeds = game.scene.getModifiers(PokemonInstantReviveModifier).filter(m => m.pokemonId === playerPokemon?.id);
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expect(revSeeds.length).toBe(1);
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});
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});
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