[P2] Fix Battle Bond continuing to affect Water Shuriken after Greninja returns to base form (#4602)
* [Bug] Fix Battle Bond continuing to buff Water Shuriken after Greninja returns to base form * Test cleanup * PR feedback * Update test to use getMultiHitType() * PR Feedback
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@ -1938,12 +1938,21 @@ export class IncrementMovePriorityAttr extends MoveAttr {
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* @see {@linkcode apply}
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* @see {@linkcode apply}
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*/
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*/
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export class MultiHitAttr extends MoveAttr {
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export class MultiHitAttr extends MoveAttr {
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/** This move's intrinsic multi-hit type. It should never be modified. */
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private readonly intrinsicMultiHitType: MultiHitType;
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/** This move's current multi-hit type. It may be temporarily modified by abilities (e.g., Battle Bond). */
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private multiHitType: MultiHitType;
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private multiHitType: MultiHitType;
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constructor(multiHitType?: MultiHitType) {
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constructor(multiHitType?: MultiHitType) {
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super();
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super();
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this.multiHitType = multiHitType !== undefined ? multiHitType : MultiHitType._2_TO_5;
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this.intrinsicMultiHitType = multiHitType !== undefined ? multiHitType : MultiHitType._2_TO_5;
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this.multiHitType = this.intrinsicMultiHitType;
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}
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// Currently used by `battle_bond.test.ts`
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getMultiHitType(): MultiHitType {
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return this.multiHitType;
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}
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}
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/**
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/**
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@ -1957,7 +1966,7 @@ export class MultiHitAttr extends MoveAttr {
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* @returns True
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* @returns True
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*/
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*/
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apply(user: Pokemon, target: Pokemon, move: Move, args: any[]): boolean {
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apply(user: Pokemon, target: Pokemon, move: Move, args: any[]): boolean {
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const hitType = new Utils.NumberHolder(this.multiHitType);
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const hitType = new Utils.NumberHolder(this.intrinsicMultiHitType);
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applyMoveAttrs(ChangeMultiHitTypeAttr, user, target, move, hitType);
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applyMoveAttrs(ChangeMultiHitTypeAttr, user, target, move, hitType);
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this.multiHitType = hitType.value;
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this.multiHitType = hitType.value;
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@ -1,17 +1,19 @@
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import { allMoves, MultiHitAttr, MultiHitType } from "#app/data/move";
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import { Status, StatusEffect } from "#app/data/status-effect";
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import { Status, StatusEffect } from "#app/data/status-effect";
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import { QuietFormChangePhase } from "#app/phases/quiet-form-change-phase";
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import { TurnEndPhase } from "#app/phases/turn-end-phase";
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import { Abilities } from "#enums/abilities";
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import { Abilities } from "#enums/abilities";
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import { Moves } from "#enums/moves";
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import { Moves } from "#enums/moves";
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import { Species } from "#enums/species";
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import { Species } from "#enums/species";
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import GameManager from "#test/utils/gameManager";
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import GameManager from "#test/utils/gameManager";
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import { afterEach, beforeAll, beforeEach, describe, expect, test } from "vitest";
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import { afterEach, beforeAll, beforeEach, describe, expect, it, vi } from "vitest";
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describe("Abilities - BATTLE BOND", () => {
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describe("Abilities - BATTLE BOND", () => {
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let phaserGame: Phaser.Game;
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let phaserGame: Phaser.Game;
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let game: GameManager;
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let game: GameManager;
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const baseForm = 1;
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const ashForm = 2;
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beforeAll(() => {
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beforeAll(() => {
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phaserGame = new Phaser.Game({
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phaserGame = new Phaser.Game({
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type: Phaser.HEADLESS,
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type: Phaser.HEADLESS,
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@ -24,40 +26,68 @@ describe("Abilities - BATTLE BOND", () => {
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beforeEach(() => {
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beforeEach(() => {
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game = new GameManager(phaserGame);
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game = new GameManager(phaserGame);
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const moveToUse = Moves.SPLASH;
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game.override.battleType("single")
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game.override.battleType("single");
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.startingWave(4) // Leads to arena reset on Wave 5 trainer battle
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game.override.ability(Abilities.BATTLE_BOND);
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.ability(Abilities.BATTLE_BOND)
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game.override.moveset([ moveToUse ]);
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.starterForms({ [Species.GRENINJA]: ashForm, })
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game.override.enemyMoveset([ Moves.TACKLE, Moves.TACKLE, Moves.TACKLE, Moves.TACKLE ]);
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.moveset([ Moves.SPLASH, Moves.WATER_SHURIKEN ])
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.enemySpecies(Species.BULBASAUR)
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.enemyMoveset(Moves.SPLASH)
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.startingLevel(100) // Avoid levelling up
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.enemyLevel(1000); // Avoid opponent dying before `doKillOpponents()`
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});
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});
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test(
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it("check if fainted pokemon switches to base form on arena reset", async () => {
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"check if fainted pokemon switches to base form on arena reset",
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await game.classicMode.startBattle([ Species.MAGIKARP, Species.GRENINJA ]);
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async () => {
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const baseForm = 1;
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const ashForm = 2;
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game.override.startingWave(4);
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game.override.starterForms({
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[Species.GRENINJA]: ashForm,
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});
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await game.startBattle([ Species.MAGIKARP, Species.GRENINJA ]);
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const greninja = game.scene.getParty()[1];
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expect(greninja.formIndex).toBe(ashForm);
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const greninja = game.scene.getParty().find((p) => p.species.speciesId === Species.GRENINJA);
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greninja.hp = 0;
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expect(greninja).toBeDefined();
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greninja.status = new Status(StatusEffect.FAINT);
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expect(greninja!.formIndex).toBe(ashForm);
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expect(greninja.isFainted()).toBe(true);
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greninja!.hp = 0;
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game.move.select(Moves.SPLASH);
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greninja!.status = new Status(StatusEffect.FAINT);
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await game.doKillOpponents();
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expect(greninja!.isFainted()).toBe(true);
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await game.phaseInterceptor.to("TurnEndPhase");
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game.doSelectModifier();
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await game.phaseInterceptor.to("QuietFormChangePhase");
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game.move.select(Moves.SPLASH);
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expect(greninja.formIndex).toBe(baseForm);
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await game.doKillOpponents();
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});
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await game.phaseInterceptor.to(TurnEndPhase);
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game.doSelectModifier();
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await game.phaseInterceptor.to(QuietFormChangePhase);
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expect(greninja!.formIndex).toBe(baseForm);
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it("should not keep buffing Water Shuriken after Greninja switches to base form", async () => {
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},
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await game.classicMode.startBattle([ Species.GRENINJA ]);
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);
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const waterShuriken = allMoves[Moves.WATER_SHURIKEN];
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vi.spyOn(waterShuriken, "calculateBattlePower");
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let actualMultiHitType: MultiHitType | null = null;
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const multiHitAttr = waterShuriken.getAttrs(MultiHitAttr)[0];
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vi.spyOn(multiHitAttr, "getHitCount").mockImplementation(() => {
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actualMultiHitType = multiHitAttr.getMultiHitType();
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return 3;
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});
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// Wave 4: Use Water Shuriken in Ash form
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let expectedBattlePower = 20;
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let expectedMultiHitType = MultiHitType._3;
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game.move.select(Moves.WATER_SHURIKEN);
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await game.phaseInterceptor.to("BerryPhase", false);
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expect(waterShuriken.calculateBattlePower).toHaveLastReturnedWith(expectedBattlePower);
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expect(actualMultiHitType).toBe(expectedMultiHitType);
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await game.doKillOpponents();
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await game.toNextWave();
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// Wave 5: Use Water Shuriken in base form
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expectedBattlePower = 15;
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expectedMultiHitType = MultiHitType._2_TO_5;
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game.move.select(Moves.WATER_SHURIKEN);
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await game.phaseInterceptor.to("BerryPhase", false);
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expect(waterShuriken.calculateBattlePower).toHaveLastReturnedWith(expectedBattlePower);
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expect(actualMultiHitType).toBe(expectedMultiHitType);
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});
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});
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});
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