[Move][Refactor] Create Move.getPriority + Fully Implement Upper Hand (#4789)

* Fully Implement Upper Hand

* doc for UpperHandCondition

* New Upper Hand tests + some nit fixes

* Use Fake Out over mocked Tackle in test
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innerthunder 2024-11-08 07:50:23 -08:00 committed by GitHub
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6 changed files with 151 additions and 33 deletions

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@ -7,7 +7,7 @@ import { Weather, WeatherType } from "./weather";
import { BattlerTag, BattlerTagLapseType, GroundedTag } from "./battler-tags"; import { BattlerTag, BattlerTagLapseType, GroundedTag } from "./battler-tags";
import { StatusEffect, getNonVolatileStatusEffects, getStatusEffectDescriptor, getStatusEffectHealText } from "./status-effect"; import { StatusEffect, getNonVolatileStatusEffects, getStatusEffectDescriptor, getStatusEffectHealText } from "./status-effect";
import { Gender } from "./gender"; import { Gender } from "./gender";
import Move, { AttackMove, MoveCategory, MoveFlags, MoveTarget, FlinchAttr, OneHitKOAttr, HitHealAttr, allMoves, StatusMove, SelfStatusMove, VariablePowerAttr, applyMoveAttrs, IncrementMovePriorityAttr, VariableMoveTypeAttr, RandomMovesetMoveAttr, RandomMoveAttr, NaturePowerAttr, CopyMoveAttr, MoveAttr, MultiHitAttr, SacrificialAttr, SacrificialAttrOnHit, NeutralDamageAgainstFlyingTypeMultiplierAttr, FixedDamageAttr } from "./move"; import Move, { AttackMove, MoveCategory, MoveFlags, MoveTarget, FlinchAttr, OneHitKOAttr, HitHealAttr, allMoves, StatusMove, SelfStatusMove, VariablePowerAttr, applyMoveAttrs, VariableMoveTypeAttr, RandomMovesetMoveAttr, RandomMoveAttr, NaturePowerAttr, CopyMoveAttr, MoveAttr, MultiHitAttr, SacrificialAttr, SacrificialAttrOnHit, NeutralDamageAgainstFlyingTypeMultiplierAttr, FixedDamageAttr } from "./move";
import { ArenaTagSide, ArenaTrapTag } from "./arena-tag"; import { ArenaTagSide, ArenaTrapTag } from "./arena-tag";
import { BerryModifier, HitHealModifier, PokemonHeldItemModifier } from "../modifier/modifier"; import { BerryModifier, HitHealModifier, PokemonHeldItemModifier } from "../modifier/modifier";
import { TerrainType } from "./terrain"; import { TerrainType } from "./terrain";
@ -583,15 +583,11 @@ export class PostDefendAbAttr extends AbAttr {
export class FieldPriorityMoveImmunityAbAttr extends PreDefendAbAttr { export class FieldPriorityMoveImmunityAbAttr extends PreDefendAbAttr {
applyPreDefend(pokemon: Pokemon, passive: boolean, simulated: boolean, attacker: Pokemon, move: Move, cancelled: Utils.BooleanHolder, args: any[]): boolean { applyPreDefend(pokemon: Pokemon, passive: boolean, simulated: boolean, attacker: Pokemon, move: Move, cancelled: Utils.BooleanHolder, args: any[]): boolean {
const attackPriority = new Utils.IntegerHolder(move.priority);
applyMoveAttrs(IncrementMovePriorityAttr, attacker, null, move, attackPriority);
applyAbAttrs(ChangeMovePriorityAbAttr, attacker, null, simulated, move, attackPriority);
if (move.moveTarget === MoveTarget.USER || move.moveTarget === MoveTarget.NEAR_ALLY) { if (move.moveTarget === MoveTarget.USER || move.moveTarget === MoveTarget.NEAR_ALLY) {
return false; return false;
} }
if (attackPriority.value > 0 && !move.isMultiTarget()) { if (move.getPriority(attacker) > 0 && !move.isMultiTarget()) {
cancelled.value = true; cancelled.value = true;
return true; return true;
} }

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@ -2,12 +2,12 @@ import { Arena } from "#app/field/arena";
import BattleScene from "#app/battle-scene"; import BattleScene from "#app/battle-scene";
import { Type } from "#app/data/type"; import { Type } from "#app/data/type";
import { BooleanHolder, NumberHolder, toDmgValue } from "#app/utils"; import { BooleanHolder, NumberHolder, toDmgValue } from "#app/utils";
import { MoveCategory, allMoves, MoveTarget, IncrementMovePriorityAttr, applyMoveAttrs } from "#app/data/move"; import { MoveCategory, allMoves, MoveTarget } from "#app/data/move";
import { getPokemonNameWithAffix } from "#app/messages"; import { getPokemonNameWithAffix } from "#app/messages";
import Pokemon, { HitResult, PokemonMove } from "#app/field/pokemon"; import Pokemon, { HitResult, PokemonMove } from "#app/field/pokemon";
import { StatusEffect } from "#app/data/status-effect"; import { StatusEffect } from "#app/data/status-effect";
import { BattlerIndex } from "#app/battle"; import { BattlerIndex } from "#app/battle";
import { BlockNonDirectDamageAbAttr, ChangeMovePriorityAbAttr, InfiltratorAbAttr, ProtectStatAbAttr, applyAbAttrs } from "#app/data/ability"; import { BlockNonDirectDamageAbAttr, InfiltratorAbAttr, ProtectStatAbAttr, applyAbAttrs } from "#app/data/ability";
import { Stat } from "#enums/stat"; import { Stat } from "#enums/stat";
import { CommonAnim, CommonBattleAnim } from "#app/data/battle-anims"; import { CommonAnim, CommonBattleAnim } from "#app/data/battle-anims";
import i18next from "i18next"; import i18next from "i18next";
@ -318,17 +318,15 @@ export class ConditionalProtectTag extends ArenaTag {
*/ */
const QuickGuardConditionFunc: ProtectConditionFunc = (arena, moveId) => { const QuickGuardConditionFunc: ProtectConditionFunc = (arena, moveId) => {
const move = allMoves[moveId]; const move = allMoves[moveId];
const priority = new NumberHolder(move.priority);
const effectPhase = arena.scene.getCurrentPhase(); const effectPhase = arena.scene.getCurrentPhase();
if (effectPhase instanceof MoveEffectPhase) { if (effectPhase instanceof MoveEffectPhase) {
const attacker = effectPhase.getUserPokemon(); const attacker = effectPhase.getUserPokemon();
applyMoveAttrs(IncrementMovePriorityAttr, attacker, null, move, priority);
if (attacker) { if (attacker) {
applyAbAttrs(ChangeMovePriorityAbAttr, attacker, null, false, move, priority); return move.getPriority(attacker) > 0;
} }
} }
return priority.value > 0; return move.priority > 0;
}; };
/** /**

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@ -8,7 +8,7 @@ import { Constructor, NumberHolder } from "#app/utils";
import * as Utils from "../utils"; import * as Utils from "../utils";
import { WeatherType } from "./weather"; import { WeatherType } from "./weather";
import { ArenaTagSide, ArenaTrapTag, WeakenMoveTypeTag } from "./arena-tag"; import { ArenaTagSide, ArenaTrapTag, WeakenMoveTypeTag } from "./arena-tag";
import { allAbilities, AllyMoveCategoryPowerBoostAbAttr, applyAbAttrs, applyPostAttackAbAttrs, applyPostItemLostAbAttrs, applyPreAttackAbAttrs, applyPreDefendAbAttrs, BlockItemTheftAbAttr, BlockNonDirectDamageAbAttr, BlockOneHitKOAbAttr, BlockRecoilDamageAttr, ConfusionOnStatusEffectAbAttr, FieldMoveTypePowerBoostAbAttr, FieldPreventExplosiveMovesAbAttr, ForceSwitchOutImmunityAbAttr, HealFromBerryUseAbAttr, IgnoreContactAbAttr, IgnoreMoveEffectsAbAttr, IgnoreProtectOnContactAbAttr, InfiltratorAbAttr, MaxMultiHitAbAttr, MoveAbilityBypassAbAttr, MoveEffectChanceMultiplierAbAttr, MoveTypeChangeAbAttr, PostDamageForceSwitchAbAttr, PostItemLostAbAttr, ReverseDrainAbAttr, UncopiableAbilityAbAttr, UnsuppressableAbilityAbAttr, UnswappableAbilityAbAttr, UserFieldMoveTypePowerBoostAbAttr, VariableMovePowerAbAttr, WonderSkinAbAttr } from "./ability"; import { allAbilities, AllyMoveCategoryPowerBoostAbAttr, applyAbAttrs, applyPostAttackAbAttrs, applyPostItemLostAbAttrs, applyPreAttackAbAttrs, applyPreDefendAbAttrs, BlockItemTheftAbAttr, BlockNonDirectDamageAbAttr, BlockOneHitKOAbAttr, BlockRecoilDamageAttr, ChangeMovePriorityAbAttr, ConfusionOnStatusEffectAbAttr, FieldMoveTypePowerBoostAbAttr, FieldPreventExplosiveMovesAbAttr, ForceSwitchOutImmunityAbAttr, HealFromBerryUseAbAttr, IgnoreContactAbAttr, IgnoreMoveEffectsAbAttr, IgnoreProtectOnContactAbAttr, InfiltratorAbAttr, MaxMultiHitAbAttr, MoveAbilityBypassAbAttr, MoveEffectChanceMultiplierAbAttr, MoveTypeChangeAbAttr, PostDamageForceSwitchAbAttr, PostItemLostAbAttr, ReverseDrainAbAttr, UncopiableAbilityAbAttr, UnsuppressableAbilityAbAttr, UnswappableAbilityAbAttr, UserFieldMoveTypePowerBoostAbAttr, VariableMovePowerAbAttr, WonderSkinAbAttr } from "./ability";
import { AttackTypeBoosterModifier, BerryModifier, PokemonHeldItemModifier, PokemonMoveAccuracyBoosterModifier, PokemonMultiHitModifier, PreserveBerryModifier } from "../modifier/modifier"; import { AttackTypeBoosterModifier, BerryModifier, PokemonHeldItemModifier, PokemonMoveAccuracyBoosterModifier, PokemonMultiHitModifier, PreserveBerryModifier } from "../modifier/modifier";
import { BattlerIndex, BattleType } from "../battle"; import { BattlerIndex, BattleType } from "../battle";
import { TerrainType } from "./terrain"; import { TerrainType } from "./terrain";
@ -829,6 +829,15 @@ export default class Move implements Localizable {
return power.value; return power.value;
} }
getPriority(user: Pokemon, simulated: boolean = true) {
const priority = new Utils.NumberHolder(this.priority);
applyMoveAttrs(IncrementMovePriorityAttr, user, null, this, priority);
applyAbAttrs(ChangeMovePriorityAbAttr, user, null, simulated, this, priority);
return priority.value;
}
} }
export class AttackMove extends Move { export class AttackMove extends Move {
@ -7452,6 +7461,27 @@ export class FirstMoveCondition extends MoveCondition {
} }
} }
/**
* Condition used by the move {@link https://bulbapedia.bulbagarden.net/wiki/Upper_Hand_(move) | Upper Hand}.
* Moves with this condition are only successful when the target has selected
* a high-priority attack (after factoring in priority-boosting effects) and
* hasn't moved yet this turn.
*/
export class UpperHandCondition extends MoveCondition {
constructor() {
super((user, target, move) => {
const targetCommand = user.scene.currentBattle.turnCommands[target.getBattlerIndex()];
return !!targetCommand
&& targetCommand.command === Command.FIGHT
&& !target.turnData.acted
&& !!targetCommand.move?.move
&& allMoves[targetCommand.move.move].category !== MoveCategory.STATUS
&& allMoves[targetCommand.move.move].getPriority(target) > 0;
});
}
}
export class hitsSameTypeAttr extends VariableMoveTypeMultiplierAttr { export class hitsSameTypeAttr extends VariableMoveTypeMultiplierAttr {
apply(user: Pokemon, target: Pokemon, move: Move, args: any[]): boolean { apply(user: Pokemon, target: Pokemon, move: Move, args: any[]): boolean {
const multiplier = args[0] as Utils.NumberHolder; const multiplier = args[0] as Utils.NumberHolder;
@ -10569,8 +10599,7 @@ export function initMoves() {
.attr(AddBattlerTagAttr, BattlerTagType.HEAL_BLOCK, false, false, 2), .attr(AddBattlerTagAttr, BattlerTagType.HEAL_BLOCK, false, false, 2),
new AttackMove(Moves.UPPER_HAND, Type.FIGHTING, MoveCategory.PHYSICAL, 65, 100, 15, 100, 3, 9) new AttackMove(Moves.UPPER_HAND, Type.FIGHTING, MoveCategory.PHYSICAL, 65, 100, 15, 100, 3, 9)
.attr(FlinchAttr) .attr(FlinchAttr)
.condition((user, target, move) => user.scene.currentBattle.turnCommands[target.getBattlerIndex()]?.command === Command.FIGHT && !target.turnData.acted && allMoves[user.scene.currentBattle.turnCommands[target.getBattlerIndex()]?.move?.move!].category !== MoveCategory.STATUS && allMoves[user.scene.currentBattle.turnCommands[target.getBattlerIndex()]?.move?.move!].priority > 0 ) // TODO: is this bang correct? .condition(new UpperHandCondition()),
.partial(), // Should also apply when target move priority increased by ability ex. gale wings
new AttackMove(Moves.MALIGNANT_CHAIN, Type.POISON, MoveCategory.SPECIAL, 100, 100, 5, 50, 0, 9) new AttackMove(Moves.MALIGNANT_CHAIN, Type.POISON, MoveCategory.SPECIAL, 100, 100, 5, 50, 0, 9)
.attr(StatusEffectAttr, StatusEffect.TOXIC) .attr(StatusEffectAttr, StatusEffect.TOXIC)
); );

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@ -1,8 +1,6 @@
import Pokemon from "../field/pokemon"; import Pokemon from "../field/pokemon";
import Move from "./move"; import Move from "./move";
import { Type } from "./type"; import { Type } from "./type";
import * as Utils from "../utils";
import { ChangeMovePriorityAbAttr, applyAbAttrs } from "./ability";
import { ProtectAttr } from "./move"; import { ProtectAttr } from "./move";
import { BattlerIndex } from "#app/battle"; import { BattlerIndex } from "#app/battle";
import i18next from "i18next"; import i18next from "i18next";
@ -58,10 +56,8 @@ export class Terrain {
switch (this.terrainType) { switch (this.terrainType) {
case TerrainType.PSYCHIC: case TerrainType.PSYCHIC:
if (!move.hasAttr(ProtectAttr)) { if (!move.hasAttr(ProtectAttr)) {
const priority = new Utils.IntegerHolder(move.priority);
applyAbAttrs(ChangeMovePriorityAbAttr, user, null, false, move, priority);
// Cancels move if the move has positive priority and targets a Pokemon grounded on the Psychic Terrain // Cancels move if the move has positive priority and targets a Pokemon grounded on the Psychic Terrain
return priority.value > 0 && user.getOpponents().some(o => targets.includes(o.getBattlerIndex()) && o.isGrounded()); return move.getPriority(user) > 0 && user.getOpponents().some(o => targets.includes(o.getBattlerIndex()) && o.isGrounded());
} }
} }

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@ -1,6 +1,6 @@
import BattleScene from "#app/battle-scene"; import BattleScene from "#app/battle-scene";
import { applyAbAttrs, BypassSpeedChanceAbAttr, PreventBypassSpeedChanceAbAttr, ChangeMovePriorityAbAttr } from "#app/data/ability"; import { applyAbAttrs, BypassSpeedChanceAbAttr, PreventBypassSpeedChanceAbAttr } from "#app/data/ability";
import { allMoves, applyMoveAttrs, IncrementMovePriorityAttr, MoveHeaderAttr } from "#app/data/move"; import { allMoves, MoveHeaderAttr } from "#app/data/move";
import { Abilities } from "#app/enums/abilities"; import { Abilities } from "#app/enums/abilities";
import { Stat } from "#app/enums/stat"; import { Stat } from "#app/enums/stat";
import Pokemon, { PokemonMove } from "#app/field/pokemon"; import Pokemon, { PokemonMove } from "#app/field/pokemon";
@ -98,26 +98,22 @@ export class TurnStartPhase extends FieldPhase {
const aMove = allMoves[aCommand.move!.move]; const aMove = allMoves[aCommand.move!.move];
const bMove = allMoves[bCommand!.move!.move]; const bMove = allMoves[bCommand!.move!.move];
// The game now considers priority and applies the relevant move and ability attributes const aUser = this.scene.getField(true).find(p => p.getBattlerIndex() === a)!;
const aPriority = new Utils.IntegerHolder(aMove.priority); const bUser = this.scene.getField(true).find(p => p.getBattlerIndex() === b)!;
const bPriority = new Utils.IntegerHolder(bMove.priority);
applyMoveAttrs(IncrementMovePriorityAttr, this.scene.getField().find(p => p?.isActive() && p.getBattlerIndex() === a)!, null, aMove, aPriority); const aPriority = aMove.getPriority(aUser, false);
applyMoveAttrs(IncrementMovePriorityAttr, this.scene.getField().find(p => p?.isActive() && p.getBattlerIndex() === b)!, null, bMove, bPriority); const bPriority = bMove.getPriority(bUser, false);
applyAbAttrs(ChangeMovePriorityAbAttr, this.scene.getField().find(p => p?.isActive() && p.getBattlerIndex() === a)!, null, false, aMove, aPriority);
applyAbAttrs(ChangeMovePriorityAbAttr, this.scene.getField().find(p => p?.isActive() && p.getBattlerIndex() === b)!, null, false, bMove, bPriority);
// The game now checks for differences in priority levels. // The game now checks for differences in priority levels.
// If the moves share the same original priority bracket, it can check for differences in battlerBypassSpeed and return the result. // If the moves share the same original priority bracket, it can check for differences in battlerBypassSpeed and return the result.
// This conditional is used to ensure that Quick Claw can still activate with abilities like Stall and Mycelium Might (attack moves only) // This conditional is used to ensure that Quick Claw can still activate with abilities like Stall and Mycelium Might (attack moves only)
// Otherwise, the game returns the user of the move with the highest priority. // Otherwise, the game returns the user of the move with the highest priority.
const isSameBracket = Math.ceil(aPriority.value) - Math.ceil(bPriority.value) === 0; const isSameBracket = Math.ceil(aPriority) - Math.ceil(bPriority) === 0;
if (aPriority.value !== bPriority.value) { if (aPriority !== bPriority) {
if (isSameBracket && battlerBypassSpeed[a].value !== battlerBypassSpeed[b].value) { if (isSameBracket && battlerBypassSpeed[a].value !== battlerBypassSpeed[b].value) {
return battlerBypassSpeed[a].value ? -1 : 1; return battlerBypassSpeed[a].value ? -1 : 1;
} }
return aPriority.value < bPriority.value ? 1 : -1; return (aPriority < bPriority) ? 1 : -1;
} }
} }

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@ -0,0 +1,103 @@
import { BattlerIndex } from "#app/battle";
import { MoveResult } from "#app/field/pokemon";
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";
describe("Moves - Upper Hand", () => {
let phaserGame: Phaser.Game;
let game: GameManager;
beforeAll(() => {
phaserGame = new Phaser.Game({
type: Phaser.HEADLESS,
});
});
afterEach(() => {
game.phaseInterceptor.restoreOg();
});
beforeEach(() => {
game = new GameManager(phaserGame);
game.override
.moveset(Moves.UPPER_HAND)
.ability(Abilities.BALL_FETCH)
.battleType("single")
.disableCrits()
.enemySpecies(Species.MAGIKARP)
.enemyAbility(Abilities.BALL_FETCH)
.enemyMoveset(Moves.QUICK_ATTACK)
.startingLevel(100)
.enemyLevel(100);
});
it("should flinch the opponent before they use a priority attack", async () => {
await game.classicMode.startBattle([ Species.FEEBAS ]);
const feebas = game.scene.getPlayerPokemon()!;
const magikarp = game.scene.getEnemyPokemon()!;
game.move.select(Moves.UPPER_HAND);
await game.phaseInterceptor.to("BerryPhase");
expect(feebas.getLastXMoves()[0].result).toBe(MoveResult.SUCCESS);
expect(magikarp.isFullHp()).toBeFalsy();
expect(feebas.isFullHp()).toBeTruthy();
});
it.each([
{ descriptor: "non-priority attack", move: Moves.TACKLE },
{ descriptor: "status move", move: Moves.BABY_DOLL_EYES }
])("should fail when the opponent selects a $descriptor", async ({ move }) => {
game.override.enemyMoveset(move);
await game.classicMode.startBattle([ Species.FEEBAS ]);
const feebas = game.scene.getPlayerPokemon()!;
game.move.select(Moves.UPPER_HAND);
await game.phaseInterceptor.to("BerryPhase");
expect(feebas.getLastXMoves()[0].result).toBe(MoveResult.FAIL);
});
it("should flinch the opponent before they use an attack boosted by Gale Wings", async () => {
game.override
.enemyAbility(Abilities.GALE_WINGS)
.enemyMoveset(Moves.GUST);
await game.classicMode.startBattle([ Species.FEEBAS ]);
const feebas = game.scene.getPlayerPokemon()!;
const magikarp = game.scene.getEnemyPokemon()!;
game.move.select(Moves.UPPER_HAND);
await game.phaseInterceptor.to("BerryPhase");
expect(feebas.getLastXMoves()[0].result).toBe(MoveResult.SUCCESS);
expect(magikarp.isFullHp()).toBeFalsy();
expect(feebas.isFullHp()).toBeTruthy();
});
it("should fail if the target has already moved", async () => {
game.override
.enemyMoveset(Moves.FAKE_OUT)
.enemyAbility(Abilities.SHEER_FORCE);
await game.classicMode.startBattle([ Species.FEEBAS ]);
const feebas = game.scene.getPlayerPokemon()!;
game.move.select(Moves.UPPER_HAND);
await game.setTurnOrder([ BattlerIndex.ENEMY, BattlerIndex.PLAYER ]);
await game.phaseInterceptor.to("BerryPhase");
expect(feebas.getLastXMoves()[0].result).toBe(MoveResult.FAIL);
expect(feebas.isFullHp()).toBeFalsy();
});
});