[Refactor] Improvements on getOrder() (#3547)
* Moved getOrder() into TurnStartPhase * Cleaned up bypass speed checks * Revert "Cleaned up bypass speed checks" This reverts commit11150254f5
. * Added comments. * Fixed up some inconsistencies * changed isSameBracket check * changed isSameBracket check p2 * changed isSameBracket check p3 * changed isSameBracket check p3 * Fixed up conditionals + stall/M.m * Seems OK * Update battle-spec.ts * Updated tests to use new functions introduced. Less intuitive, but faster. * Update src/phases.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Moved getOrder() into TurnStartPhase * Cleaned up bypass speed checks * Revert "Cleaned up bypass speed checks" This reverts commit11150254f5
. * Added comments. * Fixed up some inconsistencies * changed isSameBracket check * changed isSameBracket check p2 * changed isSameBracket check p3 * changed isSameBracket check p3 * Fixed up conditionals + stall/M.m * Seems OK * Update battle-spec.ts * Updated tests to use new functions introduced. Less intuitive, but faster. * Removed import * i hate git * Moved getOrder() into TurnStartPhase * Seems OK * missing import * Added Snooze's review * Added test fixes and removed unwanted edit. * fixed dynamax cannon test * typedocs fixes * Updating battle-order.test.ts * merge fixes * ughhh * Update src/test/abilities/mycelium_might.test.ts Co-authored-by: innerthunder <168692175+innerthunder@users.noreply.github.com> * Apply suggestions from code review Co-authored-by: innerthunder <168692175+innerthunder@users.noreply.github.com> * tsdocs :) * Fixed tests * Update src/phases/turn-start-phase.ts Co-authored-by: innerthunder <168692175+innerthunder@users.noreply.github.com> * Update src/phases/turn-start-phase.ts Co-authored-by: innerthunder <168692175+innerthunder@users.noreply.github.com> * innerthunder's fixes * commas * Mocked stats instead of directly changing them --------- Co-authored-by: Frutescens <info@laptop> Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> Co-authored-by: innerthunder <168692175+innerthunder@users.noreply.github.com>
This commit is contained in:
parent
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commit
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@ -5025,7 +5025,7 @@ export function initAbilities() {
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.attr(AlwaysHitAbAttr)
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.attr(DoubleBattleChanceAbAttr),
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new Ability(Abilities.STALL, 4)
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.attr(ChangeMovePriorityAbAttr, (pokemon, move: Move) => true, -0.5),
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.attr(ChangeMovePriorityAbAttr, (pokemon, move: Move) => true, -0.2),
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new Ability(Abilities.TECHNICIAN, 4)
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.attr(MovePowerBoostAbAttr, (user, target, move) => {
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const power = new Utils.NumberHolder(move.power);
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@ -5713,7 +5713,7 @@ export function initAbilities() {
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.partial() // Healing not blocked by Heal Block
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.ignorable(),
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new Ability(Abilities.MYCELIUM_MIGHT, 9)
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.attr(ChangeMovePriorityAbAttr, (pokemon, move) => move.category === MoveCategory.STATUS, -0.5)
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.attr(ChangeMovePriorityAbAttr, (pokemon, move) => move.category === MoveCategory.STATUS, -0.2)
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.attr(PreventBypassSpeedChanceAbAttr, (pokemon, move) => move.category === MoveCategory.STATUS)
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.attr(MoveAbilityBypassAbAttr, (pokemon, move: Move) => move.category === MoveCategory.STATUS),
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new Ability(Abilities.MINDS_EYE, 9)
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@ -1,42 +1,9 @@
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import { BattlerIndex } from "#app/battle.js";
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import { TrickRoomTag } from "#app/data/arena-tag.js";
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import { Stat } from "#app/enums/stat.js";
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import Pokemon from "#app/field/pokemon.js";
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import { BattlePhase } from "./battle-phase";
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import * as Utils from "#app/utils.js";
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import Pokemon from "#app/field/pokemon";
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type PokemonFunc = (pokemon: Pokemon) => void;
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export abstract class FieldPhase extends BattlePhase {
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getOrder(): BattlerIndex[] {
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const playerField = this.scene.getPlayerField().filter(p => p.isActive()) as Pokemon[];
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const enemyField = this.scene.getEnemyField().filter(p => p.isActive()) as Pokemon[];
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// We shuffle the list before sorting so speed ties produce random results
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let orderedTargets: Pokemon[] = playerField.concat(enemyField);
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// We seed it with the current turn to prevent an inconsistency where it
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// was varying based on how long since you last reloaded
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this.scene.executeWithSeedOffset(() => {
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orderedTargets = Utils.randSeedShuffle(orderedTargets);
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}, this.scene.currentBattle.turn, this.scene.waveSeed);
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orderedTargets.sort((a: Pokemon, b: Pokemon) => {
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const aSpeed = a?.getBattleStat(Stat.SPD) || 0;
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const bSpeed = b?.getBattleStat(Stat.SPD) || 0;
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return bSpeed - aSpeed;
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});
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const speedReversed = new Utils.BooleanHolder(false);
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this.scene.arena.applyTags(TrickRoomTag, speedReversed);
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if (speedReversed.value) {
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orderedTargets = orderedTargets.reverse();
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}
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return orderedTargets.map(t => t.getFieldIndex() + (!t.isPlayer() ? BattlerIndex.ENEMY : 0));
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}
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executeForAll(func: PokemonFunc): void {
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const field = this.scene.getField(true).filter(p => p.summonData);
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field.forEach(pokemon => func(pokemon));
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@ -1,12 +1,12 @@
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import BattleScene from "#app/battle-scene.js";
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import { applyAbAttrs, BypassSpeedChanceAbAttr, PreventBypassSpeedChanceAbAttr, ChangeMovePriorityAbAttr } from "#app/data/ability.js";
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import { allMoves, applyMoveAttrs, IncrementMovePriorityAttr, MoveHeaderAttr } from "#app/data/move.js";
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import { Abilities } from "#app/enums/abilities.js";
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import { Stat } from "#app/enums/stat.js";
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import { PokemonMove } from "#app/field/pokemon.js";
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import { BypassSpeedChanceModifier } from "#app/modifier/modifier.js";
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import { Command } from "#app/ui/command-ui-handler.js";
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import * as Utils from "#app/utils.js";
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import BattleScene from "#app/battle-scene";
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import { applyAbAttrs, BypassSpeedChanceAbAttr, PreventBypassSpeedChanceAbAttr, ChangeMovePriorityAbAttr } from "#app/data/ability";
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import { allMoves, applyMoveAttrs, IncrementMovePriorityAttr, MoveHeaderAttr } from "#app/data/move";
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import { Abilities } from "#app/enums/abilities";
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import { Stat } from "#app/enums/stat";
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import Pokemon, { PokemonMove } from "#app/field/pokemon";
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import { BypassSpeedChanceModifier } from "#app/modifier/modifier";
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import { Command } from "#app/ui/command-ui-handler";
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import * as Utils from "#app/utils";
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import { AttemptCapturePhase } from "./attempt-capture-phase";
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import { AttemptRunPhase } from "./attempt-run-phase";
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import { BerryPhase } from "./berry-phase";
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@ -17,18 +17,59 @@ import { PostTurnStatusEffectPhase } from "./post-turn-status-effect-phase";
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import { SwitchSummonPhase } from "./switch-summon-phase";
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import { TurnEndPhase } from "./turn-end-phase";
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import { WeatherEffectPhase } from "./weather-effect-phase";
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import { BattlerIndex } from "#app/battle";
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import { TrickRoomTag } from "#app/data/arena-tag";
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export class TurnStartPhase extends FieldPhase {
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constructor(scene: BattleScene) {
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super(scene);
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}
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start() {
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super.start();
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/**
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* This orders the active Pokemon on the field by speed into an BattlerIndex array and returns that array.
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* It also checks for Trick Room and reverses the array if it is present.
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* @returns {@linkcode BattlerIndex[]} the battle indices of all pokemon on the field ordered by speed
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*/
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getSpeedOrder(): BattlerIndex[] {
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const playerField = this.scene.getPlayerField().filter(p => p.isActive()) as Pokemon[];
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const enemyField = this.scene.getEnemyField().filter(p => p.isActive()) as Pokemon[];
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const field = this.scene.getField();
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const order = this.getOrder();
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// We shuffle the list before sorting so speed ties produce random results
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let orderedTargets: Pokemon[] = playerField.concat(enemyField);
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// We seed it with the current turn to prevent an inconsistency where it
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// was varying based on how long since you last reloaded
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this.scene.executeWithSeedOffset(() => {
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orderedTargets = Utils.randSeedShuffle(orderedTargets);
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}, this.scene.currentBattle.turn, this.scene.waveSeed);
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orderedTargets.sort((a: Pokemon, b: Pokemon) => {
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const aSpeed = a?.getBattleStat(Stat.SPD) || 0;
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const bSpeed = b?.getBattleStat(Stat.SPD) || 0;
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return bSpeed - aSpeed;
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});
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// Next, a check for Trick Room is applied. If Trick Room is present, the order is reversed.
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const speedReversed = new Utils.BooleanHolder(false);
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this.scene.arena.applyTags(TrickRoomTag, speedReversed);
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if (speedReversed.value) {
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orderedTargets = orderedTargets.reverse();
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}
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return orderedTargets.map(t => t.getFieldIndex() + (!t.isPlayer() ? BattlerIndex.ENEMY : BattlerIndex.PLAYER));
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}
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/**
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* This takes the result of getSpeedOrder and applies priority / bypass speed attributes to it.
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* This also considers the priority levels of various commands and changes the result of getSpeedOrder based on such.
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* @returns {@linkcode BattlerIndex[]} the final sequence of commands for this turn
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*/
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getCommandOrder(): BattlerIndex[] {
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let moveOrder = this.getSpeedOrder();
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// The creation of the battlerBypassSpeed object contains checks for the ability Quick Draw and the held item Quick Claw
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// The ability Mycelium Might disables Quick Claw's activation when using a status move
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// This occurs before the main loop because of battles with more than two Pokemon
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const battlerBypassSpeed = {};
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this.scene.getField(true).filter(p => p.summonData).map(p => {
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battlerBypassSpeed[p.getBattlerIndex()] = bypassSpeed;
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});
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const moveOrder = order.slice(0);
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// The function begins sorting orderedTargets based on command priority, move priority, and possible speed bypasses.
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// Non-FIGHT commands (SWITCH, BALL, RUN) have a higher command priority and will always occur before any FIGHT commands.
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moveOrder = moveOrder.slice(0);
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moveOrder.sort((a, b) => {
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const aCommand = this.scene.currentBattle.turnCommands[a];
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const bCommand = this.scene.currentBattle.turnCommands[b];
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@ -55,37 +97,50 @@ export class TurnStartPhase extends FieldPhase {
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return -1;
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}
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} else if (aCommand?.command === Command.FIGHT) {
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const aMove = allMoves[aCommand.move!.move];//TODO: is the bang correct here?
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const bMove = allMoves[bCommand!.move!.move];//TODO: is the bang correct here?
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const aMove = allMoves[aCommand.move!.move];
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const bMove = allMoves[bCommand!.move!.move];
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// The game now considers priority and applies the relevant move and ability attributes
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const aPriority = new Utils.IntegerHolder(aMove.priority);
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const bPriority = new Utils.IntegerHolder(bMove.priority);
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applyMoveAttrs(IncrementMovePriorityAttr, this.scene.getField().find(p => p?.isActive() && p.getBattlerIndex() === a)!, null, aMove, aPriority); //TODO: is the bang correct here?
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applyMoveAttrs(IncrementMovePriorityAttr, this.scene.getField().find(p => p?.isActive() && p.getBattlerIndex() === b)!, null, bMove, bPriority); //TODO: is the bang correct here?
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applyMoveAttrs(IncrementMovePriorityAttr, this.scene.getField().find(p => p?.isActive() && p.getBattlerIndex() === a)!, null, aMove, aPriority);
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applyMoveAttrs(IncrementMovePriorityAttr, this.scene.getField().find(p => p?.isActive() && p.getBattlerIndex() === b)!, null, bMove, bPriority);
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applyAbAttrs(ChangeMovePriorityAbAttr, this.scene.getField().find(p => p?.isActive() && p.getBattlerIndex() === a)!, null, false, aMove, aPriority); //TODO: is the bang correct here?
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applyAbAttrs(ChangeMovePriorityAbAttr, this.scene.getField().find(p => p?.isActive() && p.getBattlerIndex() === b)!, null, false, bMove, bPriority); //TODO: is the bang correct here?
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applyAbAttrs(ChangeMovePriorityAbAttr, this.scene.getField().find(p => p?.isActive() && p.getBattlerIndex() === a)!, null, false, aMove, aPriority);
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applyAbAttrs(ChangeMovePriorityAbAttr, this.scene.getField().find(p => p?.isActive() && p.getBattlerIndex() === b)!, null, false, bMove, bPriority);
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// The game now checks for differences in priority levels.
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// If the moves share the same original priority bracket, it can check for differences in battlerBypassSpeed and return the result.
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// This conditional is used to ensure that Quick Claw can still activate with abilities like Stall and Mycelium Might (attack moves only)
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// Otherwise, the game returns the user of the move with the highest priority.
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const isSameBracket = Math.ceil(aPriority.value) - Math.ceil(bPriority.value) === 0;
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if (aPriority.value !== bPriority.value) {
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const bracketDifference = Math.ceil(aPriority.value) - Math.ceil(bPriority.value);
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const hasSpeedDifference = battlerBypassSpeed[a].value !== battlerBypassSpeed[b].value;
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if (bracketDifference === 0 && hasSpeedDifference) {
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if (isSameBracket && battlerBypassSpeed[a].value !== battlerBypassSpeed[b].value) {
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return battlerBypassSpeed[a].value ? -1 : 1;
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}
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return aPriority.value < bPriority.value ? 1 : -1;
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}
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}
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// If there is no difference between the move's calculated priorities, the game checks for differences in battlerBypassSpeed and returns the result.
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if (battlerBypassSpeed[a].value !== battlerBypassSpeed[b].value) {
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return battlerBypassSpeed[a].value ? -1 : 1;
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}
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const aIndex = order.indexOf(a);
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const bIndex = order.indexOf(b);
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const aIndex = moveOrder.indexOf(a);
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const bIndex = moveOrder.indexOf(b);
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return aIndex < bIndex ? -1 : aIndex > bIndex ? 1 : 0;
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});
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return moveOrder;
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}
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start() {
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super.start();
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const field = this.scene.getField();
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const moveOrder = this.getCommandOrder();
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let orderIndex = 0;
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@ -150,10 +205,9 @@ export class TurnStartPhase extends FieldPhase {
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}
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}
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this.scene.pushPhase(new WeatherEffectPhase(this.scene));
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for (const o of order) {
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for (const o of moveOrder) {
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if (field[o].status && field[o].status.isPostTurn()) {
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this.scene.pushPhase(new PostTurnStatusEffectPhase(this.scene, o));
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}
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@ -1,6 +1,6 @@
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import { BattleStat } from "#app/data/battle-stat";
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import { MovePhase } from "#app/phases/move-phase";
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import { TurnEndPhase } from "#app/phases/turn-end-phase";
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import { TurnStartPhase } from "#app/phases/turn-start-phase";
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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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@ -8,7 +8,6 @@ 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 - Mycelium Might", () => {
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let phaserGame: Phaser.Game;
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let game: GameManager;
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@ -35,7 +34,7 @@ describe("Abilities - Mycelium Might", () => {
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});
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/**
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* Bulbapedia References:
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* References:
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* https://bulbapedia.bulbagarden.net/wiki/Mycelium_Might_(Ability)
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* https://bulbapedia.bulbagarden.net/wiki/Priority
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* https://www.smogon.com/forums/threads/scarlet-violet-battle-mechanics-research.3709545/page-24
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@ -44,22 +43,22 @@ describe("Abilities - Mycelium Might", () => {
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it("will move last in its priority bracket and ignore protective abilities", async () => {
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await game.startBattle([Species.REGIELEKI]);
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const leadIndex = game.scene.getPlayerPokemon()!.getBattlerIndex();
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const enemyPokemon = game.scene.getEnemyPokemon();
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const playerIndex = game.scene.getPlayerPokemon()?.getBattlerIndex();
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const enemyIndex = enemyPokemon?.getBattlerIndex();
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game.move.select(Moves.BABY_DOLL_EYES);
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await game.phaseInterceptor.to(MovePhase, false);
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await game.phaseInterceptor.to(TurnStartPhase, false);
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const phase = game.scene.getCurrentPhase() as TurnStartPhase;
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const speedOrder = phase.getSpeedOrder();
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const commandOrder = phase.getCommandOrder();
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// The opponent Pokemon (without Mycelium Might) goes first despite having lower speed than the player Pokemon.
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expect((game.scene.getCurrentPhase() as MovePhase).pokemon.getBattlerIndex()).toBe(enemyIndex);
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await game.phaseInterceptor.run(MovePhase);
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await game.phaseInterceptor.to(MovePhase, false);
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// The player Pokemon (with Mycelium Might) goes last despite having higher speed than the opponent.
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expect((game.scene.getCurrentPhase() as MovePhase).pokemon.getBattlerIndex()).toBe(leadIndex);
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expect(speedOrder).toEqual([playerIndex, enemyIndex]);
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expect(commandOrder).toEqual([enemyIndex, playerIndex]);
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await game.phaseInterceptor.to(TurnEndPhase);
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// Despite the opponent's ability (Clear Body), its attack stat is still reduced.
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expect(enemyPokemon?.summonData.battleStats[BattleStat.ATK]).toBe(-1);
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}, 20000);
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@ -67,39 +66,41 @@ describe("Abilities - Mycelium Might", () => {
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game.override.enemyMoveset([Moves.TACKLE, Moves.TACKLE, Moves.TACKLE, Moves.TACKLE]);
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await game.startBattle([Species.REGIELEKI]);
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const leadIndex = game.scene.getPlayerPokemon()!.getBattlerIndex();
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const enemyPokemon = game.scene.getEnemyPokemon();
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const playerIndex = game.scene.getPlayerPokemon()?.getBattlerIndex();
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const enemyIndex = enemyPokemon?.getBattlerIndex();
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game.move.select(Moves.BABY_DOLL_EYES);
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await game.phaseInterceptor.to(MovePhase, false);
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await game.phaseInterceptor.to(TurnStartPhase, false);
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const phase = game.scene.getCurrentPhase() as TurnStartPhase;
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const speedOrder = phase.getSpeedOrder();
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const commandOrder = phase.getCommandOrder();
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// The player Pokemon (with M.M.) goes first because its move is still within a higher priority bracket than its opponent.
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expect((game.scene.getCurrentPhase() as MovePhase).pokemon.getBattlerIndex()).toBe(leadIndex);
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await game.phaseInterceptor.run(MovePhase);
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await game.phaseInterceptor.to(MovePhase, false);
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// The enemy Pokemon goes second because its move is in a lower priority bracket.
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expect((game.scene.getCurrentPhase() as MovePhase).pokemon.getBattlerIndex()).toBe(enemyIndex);
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expect(speedOrder).toEqual([playerIndex, enemyIndex]);
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expect(commandOrder).toEqual([playerIndex, enemyIndex]);
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await game.phaseInterceptor.to(TurnEndPhase);
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// Despite the opponent's ability (Clear Body), its attack stat is still reduced.
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expect(enemyPokemon?.summonData.battleStats[BattleStat.ATK]).toBe(-1);
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}, 20000);
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it("will not affect non-status moves", async () => {
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await game.startBattle([Species.REGIELEKI]);
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const leadIndex = game.scene.getPlayerPokemon()!.getBattlerIndex();
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const playerIndex = game.scene.getPlayerPokemon()!.getBattlerIndex();
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const enemyIndex = game.scene.getEnemyPokemon()!.getBattlerIndex();
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game.move.select(Moves.QUICK_ATTACK);
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await game.phaseInterceptor.to(MovePhase, false);
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await game.phaseInterceptor.to(TurnStartPhase, false);
|
||||
const phase = game.scene.getCurrentPhase() as TurnStartPhase;
|
||||
const speedOrder = phase.getSpeedOrder();
|
||||
const commandOrder = phase.getCommandOrder();
|
||||
// The player Pokemon (with M.M.) goes first because it has a higher speed and did not use a status move.
|
||||
expect((game.scene.getCurrentPhase() as MovePhase).pokemon.getBattlerIndex()).toBe(leadIndex);
|
||||
|
||||
await game.phaseInterceptor.run(MovePhase);
|
||||
await game.phaseInterceptor.to(MovePhase, false);
|
||||
// The enemy Pokemon (without M.M.) goes second because its speed is lower.
|
||||
expect((game.scene.getCurrentPhase() as MovePhase).pokemon.getBattlerIndex()).toBe(enemyIndex);
|
||||
// This means that the commandOrder should be identical to the speedOrder
|
||||
expect(speedOrder).toEqual([playerIndex, enemyIndex]);
|
||||
expect(commandOrder).toEqual([playerIndex, enemyIndex]);
|
||||
}, 20000);
|
||||
});
|
||||
|
|
|
@ -1,11 +1,10 @@
|
|||
import { MovePhase } from "#app/phases/move-phase";
|
||||
import { Abilities } from "#enums/abilities";
|
||||
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, expect, it } from "vitest";
|
||||
|
||||
import { TurnStartPhase } from "#app/phases/turn-start-phase";
|
||||
|
||||
describe("Abilities - Stall", () => {
|
||||
let phaserGame: Phaser.Game;
|
||||
|
@ -32,7 +31,7 @@ describe("Abilities - Stall", () => {
|
|||
});
|
||||
|
||||
/**
|
||||
* Bulbapedia References:
|
||||
* References:
|
||||
* https://bulbapedia.bulbagarden.net/wiki/Stall_(Ability)
|
||||
* https://bulbapedia.bulbagarden.net/wiki/Priority
|
||||
**/
|
||||
|
@ -40,55 +39,56 @@ describe("Abilities - Stall", () => {
|
|||
it("Pokemon with Stall should move last in its priority bracket regardless of speed", async () => {
|
||||
await game.startBattle([Species.SHUCKLE]);
|
||||
|
||||
const leadIndex = game.scene.getPlayerPokemon()!.getBattlerIndex();
|
||||
const playerIndex = game.scene.getPlayerPokemon()!.getBattlerIndex();
|
||||
const enemyIndex = game.scene.getEnemyPokemon()!.getBattlerIndex();
|
||||
|
||||
game.move.select(Moves.QUICK_ATTACK);
|
||||
|
||||
await game.phaseInterceptor.to(MovePhase, false);
|
||||
await game.phaseInterceptor.to(TurnStartPhase, false);
|
||||
const phase = game.scene.getCurrentPhase() as TurnStartPhase;
|
||||
const speedOrder = phase.getSpeedOrder();
|
||||
const commandOrder = phase.getCommandOrder();
|
||||
// The player Pokemon (without Stall) goes first despite having lower speed than the opponent.
|
||||
expect((game.scene.getCurrentPhase() as MovePhase).pokemon.getBattlerIndex()).toBe(leadIndex);
|
||||
|
||||
await game.phaseInterceptor.run(MovePhase);
|
||||
await game.phaseInterceptor.to(MovePhase, false);
|
||||
// The opponent Pokemon (with Stall) goes last despite having higher speed than the player Pokemon.
|
||||
expect((game.scene.getCurrentPhase() as MovePhase).pokemon.getBattlerIndex()).toBe(enemyIndex);
|
||||
expect(speedOrder).toEqual([enemyIndex, playerIndex]);
|
||||
expect(commandOrder).toEqual([playerIndex, enemyIndex]);
|
||||
}, 20000);
|
||||
|
||||
it("Pokemon with Stall will go first if a move that is in a higher priority bracket than the opponent's move is used", async () => {
|
||||
await game.startBattle([Species.SHUCKLE]);
|
||||
|
||||
const leadIndex = game.scene.getPlayerPokemon()!.getBattlerIndex();
|
||||
const playerIndex = game.scene.getPlayerPokemon()!.getBattlerIndex();
|
||||
const enemyIndex = game.scene.getEnemyPokemon()!.getBattlerIndex();
|
||||
|
||||
game.move.select(Moves.TACKLE);
|
||||
|
||||
await game.phaseInterceptor.to(MovePhase, false);
|
||||
await game.phaseInterceptor.to(TurnStartPhase, false);
|
||||
const phase = game.scene.getCurrentPhase() as TurnStartPhase;
|
||||
const speedOrder = phase.getSpeedOrder();
|
||||
const commandOrder = phase.getCommandOrder();
|
||||
// The opponent Pokemon (with Stall) goes first because its move is still within a higher priority bracket than its opponent.
|
||||
expect((game.scene.getCurrentPhase() as MovePhase).pokemon.getBattlerIndex()).toBe(enemyIndex);
|
||||
|
||||
await game.phaseInterceptor.run(MovePhase);
|
||||
await game.phaseInterceptor.to(MovePhase, false);
|
||||
// The player Pokemon goes second because its move is in a lower priority bracket.
|
||||
expect((game.scene.getCurrentPhase() as MovePhase).pokemon.getBattlerIndex()).toBe(leadIndex);
|
||||
expect(speedOrder).toEqual([enemyIndex, playerIndex]);
|
||||
expect(commandOrder).toEqual([enemyIndex, playerIndex]);
|
||||
}, 20000);
|
||||
|
||||
it("If both Pokemon have stall and use the same move, speed is used to determine who goes first.", async () => {
|
||||
game.override.ability(Abilities.STALL);
|
||||
await game.startBattle([Species.SHUCKLE]);
|
||||
|
||||
const leadIndex = game.scene.getPlayerPokemon()!.getBattlerIndex();
|
||||
const playerIndex = game.scene.getPlayerPokemon()!.getBattlerIndex();
|
||||
const enemyIndex = game.scene.getEnemyPokemon()!.getBattlerIndex();
|
||||
|
||||
game.move.select(Moves.TACKLE);
|
||||
|
||||
await game.phaseInterceptor.to(MovePhase, false);
|
||||
// The opponent Pokemon (with Stall) goes first because it has a higher speed.
|
||||
expect((game.scene.getCurrentPhase() as MovePhase).pokemon.getBattlerIndex()).toBe(enemyIndex);
|
||||
await game.phaseInterceptor.to(TurnStartPhase, false);
|
||||
const phase = game.scene.getCurrentPhase() as TurnStartPhase;
|
||||
const speedOrder = phase.getSpeedOrder();
|
||||
const commandOrder = phase.getCommandOrder();
|
||||
|
||||
await game.phaseInterceptor.run(MovePhase);
|
||||
await game.phaseInterceptor.to(MovePhase, false);
|
||||
// The opponent Pokemon (with Stall) goes first because it has a higher speed.
|
||||
// The player Pokemon (with Stall) goes second because its speed is lower.
|
||||
expect((game.scene.getCurrentPhase() as MovePhase).pokemon.getBattlerIndex()).toBe(leadIndex);
|
||||
expect(speedOrder).toEqual([enemyIndex, playerIndex]);
|
||||
expect(commandOrder).toEqual([enemyIndex, playerIndex]);
|
||||
}, 20000);
|
||||
});
|
||||
|
|
|
@ -1,4 +1,3 @@
|
|||
import { Stat } from "#app/data/pokemon-stat";
|
||||
import { EnemyCommandPhase } from "#app/phases/enemy-command-phase";
|
||||
import { SelectTargetPhase } from "#app/phases/select-target-phase";
|
||||
import { TurnStartPhase } from "#app/phases/turn-start-phase";
|
||||
|
@ -7,8 +6,7 @@ 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, expect, it } from "vitest";
|
||||
|
||||
import { afterEach, beforeAll, beforeEach, describe, expect, it, vi } from "vitest";
|
||||
|
||||
describe("Battle order", () => {
|
||||
let phaserGame: Phaser.Game;
|
||||
|
@ -37,30 +35,42 @@ describe("Battle order", () => {
|
|||
await game.startBattle([
|
||||
Species.BULBASAUR,
|
||||
]);
|
||||
game.scene.getParty()[0].stats[Stat.SPD] = 50;
|
||||
game.scene.currentBattle.enemyParty[0].stats[Stat.SPD] = 150;
|
||||
|
||||
const playerPokemon = game.scene.getPlayerPokemon()!;
|
||||
const enemyPokemon = game.scene.getEnemyPokemon()!;
|
||||
vi.spyOn(playerPokemon, "stats", "get").mockReturnValue([20, 20, 20, 20, 20, 50]); // set playerPokemon's speed to 50
|
||||
vi.spyOn(enemyPokemon, "stats", "get").mockReturnValue([20, 20, 20, 20, 20, 150]); // set enemyPokemon's speed to 150
|
||||
|
||||
game.move.select(Moves.TACKLE);
|
||||
await game.phaseInterceptor.run(EnemyCommandPhase);
|
||||
|
||||
const playerPokemonIndex = playerPokemon.getBattlerIndex();
|
||||
const enemyPokemonIndex = enemyPokemon.getBattlerIndex();
|
||||
const phase = game.scene.getCurrentPhase() as TurnStartPhase;
|
||||
const order = phase.getOrder();
|
||||
expect(order[0]).toBe(2);
|
||||
expect(order[1]).toBe(0);
|
||||
const order = phase.getCommandOrder();
|
||||
expect(order[0]).toBe(enemyPokemonIndex);
|
||||
expect(order[1]).toBe(playerPokemonIndex);
|
||||
}, 20000);
|
||||
|
||||
it("Player faster than opponent 150 vs 50", async () => {
|
||||
await game.startBattle([
|
||||
Species.BULBASAUR,
|
||||
]);
|
||||
game.scene.getParty()[0].stats[Stat.SPD] = 150;
|
||||
game.scene.currentBattle.enemyParty[0].stats[Stat.SPD] = 50;
|
||||
|
||||
const playerPokemon = game.scene.getPlayerPokemon()!;
|
||||
const enemyPokemon = game.scene.getEnemyPokemon()!;
|
||||
vi.spyOn(playerPokemon, "stats", "get").mockReturnValue([20, 20, 20, 20, 20, 150]); // set playerPokemon's speed to 150
|
||||
vi.spyOn(enemyPokemon, "stats", "get").mockReturnValue([20, 20, 20, 20, 20, 50]); // set enemyPokemon's speed to 50
|
||||
|
||||
game.move.select(Moves.TACKLE);
|
||||
await game.phaseInterceptor.run(EnemyCommandPhase);
|
||||
|
||||
const playerPokemonIndex = playerPokemon.getBattlerIndex();
|
||||
const enemyPokemonIndex = enemyPokemon.getBattlerIndex();
|
||||
const phase = game.scene.getCurrentPhase() as TurnStartPhase;
|
||||
const order = phase.getOrder();
|
||||
expect(order[0]).toBe(0);
|
||||
expect(order[1]).toBe(2);
|
||||
const order = phase.getCommandOrder();
|
||||
expect(order[0]).toBe(playerPokemonIndex);
|
||||
expect(order[1]).toBe(enemyPokemonIndex);
|
||||
}, 20000);
|
||||
|
||||
it("double - both opponents faster than player 50/50 vs 150/150", async () => {
|
||||
|
@ -69,20 +79,25 @@ describe("Battle order", () => {
|
|||
Species.BULBASAUR,
|
||||
Species.BLASTOISE,
|
||||
]);
|
||||
game.scene.getParty()[0].stats[Stat.SPD] = 50;
|
||||
game.scene.getParty()[1].stats[Stat.SPD] = 50;
|
||||
game.scene.currentBattle.enemyParty[0].stats[Stat.SPD] = 150;
|
||||
game.scene.currentBattle.enemyParty[1].stats[Stat.SPD] = 150;
|
||||
|
||||
const playerPokemon = game.scene.getPlayerField();
|
||||
const enemyPokemon = game.scene.getEnemyField();
|
||||
|
||||
playerPokemon.forEach(p => vi.spyOn(p, "stats", "get").mockReturnValue([20, 20, 20, 20, 20, 50])); // set both playerPokemons' speed to 50
|
||||
enemyPokemon.forEach(p => vi.spyOn(p, "stats", "get").mockReturnValue([20, 20, 20, 20, 20, 150])); // set both enemyPokemons' speed to 150
|
||||
const playerIndices = playerPokemon.map(p => p?.getBattlerIndex());
|
||||
const enemyIndices = enemyPokemon.map(p => p?.getBattlerIndex());
|
||||
|
||||
game.move.select(Moves.TACKLE);
|
||||
game.move.select(Moves.TACKLE, 1);
|
||||
await game.phaseInterceptor.runFrom(SelectTargetPhase).to(TurnStartPhase, false);
|
||||
|
||||
const phase = game.scene.getCurrentPhase() as TurnStartPhase;
|
||||
const order = phase.getOrder();
|
||||
expect(order.indexOf(0)).toBeGreaterThan(order.indexOf(2));
|
||||
expect(order.indexOf(0)).toBeGreaterThan(order.indexOf(3));
|
||||
expect(order.indexOf(1)).toBeGreaterThan(order.indexOf(2));
|
||||
expect(order.indexOf(1)).toBeGreaterThan(order.indexOf(3));
|
||||
const order = phase.getCommandOrder();
|
||||
expect(order.slice(0, 2).includes(enemyIndices[0])).toBe(true);
|
||||
expect(order.slice(0, 2).includes(enemyIndices[1])).toBe(true);
|
||||
expect(order.slice(2, 4).includes(playerIndices[0])).toBe(true);
|
||||
expect(order.slice(2, 4).includes(playerIndices[1])).toBe(true);
|
||||
}, 20000);
|
||||
|
||||
it("double - speed tie except 1 - 100/100 vs 100/150", async () => {
|
||||
|
@ -91,19 +106,25 @@ describe("Battle order", () => {
|
|||
Species.BULBASAUR,
|
||||
Species.BLASTOISE,
|
||||
]);
|
||||
game.scene.getParty()[0].stats[Stat.SPD] = 100;
|
||||
game.scene.getParty()[1].stats[Stat.SPD] = 100;
|
||||
game.scene.currentBattle.enemyParty[0].stats[Stat.SPD] = 100;
|
||||
game.scene.currentBattle.enemyParty[1].stats[Stat.SPD] = 150;
|
||||
|
||||
const playerPokemon = game.scene.getPlayerField();
|
||||
const enemyPokemon = game.scene.getEnemyField();
|
||||
playerPokemon.forEach(p => vi.spyOn(p, "stats", "get").mockReturnValue([20, 20, 20, 20, 20, 100])); //set both playerPokemons' speed to 100
|
||||
vi.spyOn(enemyPokemon[0], "stats", "get").mockReturnValue([20, 20, 20, 20, 20, 100]); // set enemyPokemon's speed to 100
|
||||
vi.spyOn(enemyPokemon[1], "stats", "get").mockReturnValue([20, 20, 20, 20, 20, 150]); // set enemyPokemon's speed to 150
|
||||
const playerIndices = playerPokemon.map(p => p?.getBattlerIndex());
|
||||
const enemyIndices = enemyPokemon.map(p => p?.getBattlerIndex());
|
||||
|
||||
game.move.select(Moves.TACKLE);
|
||||
game.move.select(Moves.TACKLE, 1);
|
||||
await game.phaseInterceptor.runFrom(SelectTargetPhase).to(TurnStartPhase, false);
|
||||
|
||||
const phase = game.scene.getCurrentPhase() as TurnStartPhase;
|
||||
const order = phase.getOrder();
|
||||
expect(order.indexOf(3)).toBeLessThan(order.indexOf(0));
|
||||
expect(order.indexOf(3)).toBeLessThan(order.indexOf(1));
|
||||
expect(order.indexOf(3)).toBeLessThan(order.indexOf(2));
|
||||
const order = phase.getCommandOrder();
|
||||
expect(order[0]).toBe(enemyIndices[1]);
|
||||
expect(order.slice(1, 4).includes(enemyIndices[0])).toBe(true);
|
||||
expect(order.slice(1, 4).includes(playerIndices[0])).toBe(true);
|
||||
expect(order.slice(1, 4).includes(playerIndices[1])).toBe(true);
|
||||
}, 20000);
|
||||
|
||||
it("double - speed tie 100/150 vs 100/150", async () => {
|
||||
|
@ -112,19 +133,25 @@ describe("Battle order", () => {
|
|||
Species.BULBASAUR,
|
||||
Species.BLASTOISE,
|
||||
]);
|
||||
game.scene.getParty()[0].stats[Stat.SPD] = 100;
|
||||
game.scene.getParty()[1].stats[Stat.SPD] = 150;
|
||||
game.scene.currentBattle.enemyParty[0].stats[Stat.SPD] = 100;
|
||||
game.scene.currentBattle.enemyParty[1].stats[Stat.SPD] = 150;
|
||||
|
||||
const playerPokemon = game.scene.getPlayerField();
|
||||
const enemyPokemon = game.scene.getEnemyField();
|
||||
vi.spyOn(playerPokemon[0], "stats", "get").mockReturnValue([20, 20, 20, 20, 20, 100]); // set one playerPokemon's speed to 100
|
||||
vi.spyOn(playerPokemon[1], "stats", "get").mockReturnValue([20, 20, 20, 20, 20, 150]); // set other playerPokemon's speed to 150
|
||||
vi.spyOn(enemyPokemon[0], "stats", "get").mockReturnValue([20, 20, 20, 20, 20, 100]); // set one enemyPokemon's speed to 100
|
||||
vi.spyOn(enemyPokemon[1], "stats", "get").mockReturnValue([20, 20, 20, 20, 20, 150]); // set other enemyPokemon's speed to 150
|
||||
const playerIndices = playerPokemon.map(p => p?.getBattlerIndex());
|
||||
const enemyIndices = enemyPokemon.map(p => p?.getBattlerIndex());
|
||||
|
||||
game.move.select(Moves.TACKLE);
|
||||
game.move.select(Moves.TACKLE, 1);
|
||||
await game.phaseInterceptor.runFrom(SelectTargetPhase).to(TurnStartPhase, false);
|
||||
|
||||
const phase = game.scene.getCurrentPhase() as TurnStartPhase;
|
||||
const order = phase.getOrder();
|
||||
expect(order.indexOf(1)).toBeLessThan(order.indexOf(0));
|
||||
expect(order.indexOf(1)).toBeLessThan(order.indexOf(2));
|
||||
expect(order.indexOf(3)).toBeLessThan(order.indexOf(0));
|
||||
expect(order.indexOf(3)).toBeLessThan(order.indexOf(2));
|
||||
const order = phase.getCommandOrder();
|
||||
expect(order.slice(0, 2).includes(playerIndices[1])).toBe(true);
|
||||
expect(order.slice(0, 2).includes(enemyIndices[1])).toBe(true);
|
||||
expect(order.slice(2, 4).includes(playerIndices[0])).toBe(true);
|
||||
expect(order.slice(2, 4).includes(enemyIndices[0])).toBe(true);
|
||||
}, 20000);
|
||||
});
|
||||
|
|
|
@ -381,7 +381,7 @@ export default class GameManager {
|
|||
}
|
||||
|
||||
/**
|
||||
* Intercepts `TurnStartPhase` and mocks the getOrder's return value {@linkcode TurnStartPhase.getOrder}
|
||||
* Intercepts `TurnStartPhase` and mocks the getSpeedOrder's return value {@linkcode TurnStartPhase.getSpeedOrder}
|
||||
* Used to modify the turn order.
|
||||
* @param {BattlerIndex[]} order The turn order to set
|
||||
* @example
|
||||
|
@ -392,7 +392,7 @@ export default class GameManager {
|
|||
async setTurnOrder(order: BattlerIndex[]): Promise<void> {
|
||||
await this.phaseInterceptor.to(TurnStartPhase, false);
|
||||
|
||||
vi.spyOn(this.scene.getCurrentPhase() as TurnStartPhase, "getOrder").mockReturnValue(order);
|
||||
vi.spyOn(this.scene.getCurrentPhase() as TurnStartPhase, "getSpeedOrder").mockReturnValue(order);
|
||||
}
|
||||
|
||||
/**
|
||||
|
|
Loading…
Reference in New Issue