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[Ability] Fully implement Synchronize (#4785)
Co-authored-by: frutescens <info@laptop> Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
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@ -5433,8 +5433,7 @@ export function initAbilities() {
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.attr(EffectSporeAbAttr),
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.attr(EffectSporeAbAttr),
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new Ability(Abilities.SYNCHRONIZE, 3)
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new Ability(Abilities.SYNCHRONIZE, 3)
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.attr(SyncEncounterNatureAbAttr)
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.attr(SyncEncounterNatureAbAttr)
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.attr(SynchronizeStatusAbAttr)
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.attr(SynchronizeStatusAbAttr),
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.partial(), // interaction with psycho shift needs work, keeping to old Gen interaction for now
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new Ability(Abilities.CLEAR_BODY, 3)
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new Ability(Abilities.CLEAR_BODY, 3)
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.attr(ProtectStatAbAttr)
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.attr(ProtectStatAbAttr)
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.ignorable(),
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.ignorable(),
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@ -6036,7 +6035,7 @@ export function initAbilities() {
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.bypassFaint(),
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.bypassFaint(),
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new Ability(Abilities.CORROSION, 7)
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new Ability(Abilities.CORROSION, 7)
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.attr(IgnoreTypeStatusEffectImmunityAbAttr, [ StatusEffect.POISON, StatusEffect.TOXIC ], [ Type.STEEL, Type.POISON ])
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.attr(IgnoreTypeStatusEffectImmunityAbAttr, [ StatusEffect.POISON, StatusEffect.TOXIC ], [ Type.STEEL, Type.POISON ])
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.edgeCase(), // Should interact correctly with magic coat/bounce (not yet implemented), fling with toxic orb (not implemented yet), and synchronize (not fully implemented yet)
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.edgeCase(), // Should interact correctly with magic coat/bounce (not yet implemented) + fling with toxic orb (not implemented yet)
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new Ability(Abilities.COMATOSE, 7)
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new Ability(Abilities.COMATOSE, 7)
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.attr(UncopiableAbilityAbAttr)
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.attr(UncopiableAbilityAbAttr)
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.attr(UnswappableAbilityAbAttr)
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.attr(UnswappableAbilityAbAttr)
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@ -18,7 +18,7 @@ import Move, {
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StatusCategoryOnAllyAttr
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StatusCategoryOnAllyAttr
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} from "#app/data/move";
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} from "#app/data/move";
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import { SpeciesFormChangeManualTrigger } from "#app/data/pokemon-forms";
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import { SpeciesFormChangeManualTrigger } from "#app/data/pokemon-forms";
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import { StatusEffect } from "#app/data/status-effect";
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import { getStatusEffectHealText, StatusEffect } from "#app/data/status-effect";
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import { TerrainType } from "#app/data/terrain";
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import { TerrainType } from "#app/data/terrain";
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import { Type } from "#app/data/type";
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import { Type } from "#app/data/type";
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import { WeatherType } from "#app/data/weather";
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import { WeatherType } from "#app/data/weather";
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@ -2866,6 +2866,28 @@ export class GrudgeTag extends BattlerTag {
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}
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}
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}
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}
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/**
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* Tag used to heal the user of Psycho Shift of its status effect if Psycho Shift succeeds in transferring its status effect to the target Pokemon
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*/
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export class PsychoShiftTag extends BattlerTag {
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constructor() {
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super(BattlerTagType.PSYCHO_SHIFT, BattlerTagLapseType.AFTER_MOVE, 1, Moves.PSYCHO_SHIFT);
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}
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/**
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* Heals Psycho Shift's user of its status effect after it uses a move
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* @returns `false` to expire the tag immediately
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*/
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override lapse(pokemon: Pokemon, _lapseType: BattlerTagLapseType): boolean {
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if (pokemon.status && pokemon.isActive(true)) {
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pokemon.scene.queueMessage(getStatusEffectHealText(pokemon.status.effect, getPokemonNameWithAffix(pokemon)));
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pokemon.resetStatus();
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pokemon.updateInfo();
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}
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return false;
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}
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}
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/**
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/**
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* Retrieves a {@linkcode BattlerTag} based on the provided tag type, turn count, source move, and source ID.
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* Retrieves a {@linkcode BattlerTag} based on the provided tag type, turn count, source move, and source ID.
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* @param sourceId - The ID of the pokemon adding the tag
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* @param sourceId - The ID of the pokemon adding the tag
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@ -3049,6 +3071,8 @@ export function getBattlerTag(tagType: BattlerTagType, turnCount: number, source
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return new PowerTrickTag(sourceMove, sourceId);
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return new PowerTrickTag(sourceMove, sourceId);
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case BattlerTagType.GRUDGE:
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case BattlerTagType.GRUDGE:
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return new GrudgeTag();
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return new GrudgeTag();
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case BattlerTagType.PSYCHO_SHIFT:
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return new PsychoShiftTag();
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case BattlerTagType.NONE:
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case BattlerTagType.NONE:
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default:
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default:
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return new BattlerTag(tagType, BattlerTagLapseType.CUSTOM, turnCount, sourceMove, sourceId);
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return new BattlerTag(tagType, BattlerTagLapseType.CUSTOM, turnCount, sourceMove, sourceId);
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@ -2270,24 +2270,26 @@ export class PsychoShiftEffectAttr extends MoveEffectAttr {
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super(false, { trigger: MoveEffectTrigger.HIT });
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super(false, { trigger: MoveEffectTrigger.HIT });
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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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/**
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* Applies the effect of Psycho Shift to its target
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* Psycho Shift takes the user's status effect and passes it onto the target. The user is then healed after the move has been successfully executed.
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* @returns `true` if Psycho Shift's effect is able to be applied to the target
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*/
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apply(user: Pokemon, target: Pokemon, _move: Move, _args: any[]): boolean {
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const statusToApply: StatusEffect | undefined = user.status?.effect ?? (user.hasAbility(Abilities.COMATOSE) ? StatusEffect.SLEEP : undefined);
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const statusToApply: StatusEffect | undefined = user.status?.effect ?? (user.hasAbility(Abilities.COMATOSE) ? StatusEffect.SLEEP : undefined);
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if (target.status) {
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if (target.status) {
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return false;
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return false;
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} else {
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} else {
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const canSetStatus = target.canSetStatus(statusToApply, true, false, user);
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const canSetStatus = target.canSetStatus(statusToApply, true, false, user);
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const trySetStatus = canSetStatus ? target.trySetStatus(statusToApply, true, user) : false;
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if (canSetStatus) {
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if (trySetStatus && user.status) {
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if (user.status) {
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// PsychoShiftTag is added to the user if move succeeds so that the user is healed of its status effect after its move
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user.scene.queueMessage(getStatusEffectHealText(user.status.effect, getPokemonNameWithAffix(user)));
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user.addTag(BattlerTagType.PSYCHO_SHIFT);
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}
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user.resetStatus();
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user.updateInfo();
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target.trySetStatus(statusToApply, true, user);
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}
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}
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return canSetStatus;
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return trySetStatus;
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}
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}
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}
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}
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@ -90,5 +90,6 @@ export enum BattlerTagType {
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ELECTRIFIED = "ELECTRIFIED",
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ELECTRIFIED = "ELECTRIFIED",
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TELEKINESIS = "TELEKINESIS",
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TELEKINESIS = "TELEKINESIS",
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COMMANDED = "COMMANDED",
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COMMANDED = "COMMANDED",
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GRUDGE = "GRUDGE"
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GRUDGE = "GRUDGE",
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PSYCHO_SHIFT = "PSYCHO_SHIFT",
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}
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}
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46
src/test/abilities/corrosion.test.ts
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46
src/test/abilities/corrosion.test.ts
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@ -0,0 +1,46 @@
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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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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 - Corrosion", () => {
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let phaserGame: Phaser.Game;
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let game: GameManager;
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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
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.moveset([ Moves.SPLASH ])
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.battleType("single")
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.disableCrits()
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.enemySpecies(Species.GRIMER)
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.enemyAbility(Abilities.CORROSION)
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.enemyMoveset(Moves.TOXIC);
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});
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it("If a Poison- or Steel-type Pokémon with this Ability poisons a target with Synchronize, Synchronize does not gain the ability to poison Poison- or Steel-type Pokémon.", async () => {
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game.override.ability(Abilities.SYNCHRONIZE);
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await game.classicMode.startBattle([ Species.FEEBAS ]);
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const playerPokemon = game.scene.getPlayerPokemon();
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const enemyPokemon = game.scene.getEnemyPokemon();
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expect(playerPokemon!.status).toBeUndefined();
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game.move.select(Moves.SPLASH);
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await game.phaseInterceptor.to("BerryPhase");
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expect(playerPokemon!.status).toBeDefined();
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expect(enemyPokemon!.status).toBeUndefined();
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});
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});
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@ -94,16 +94,4 @@ describe("Abilities - Synchronize", () => {
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expect(game.scene.getEnemyPokemon()!.status?.effect).toBe(StatusEffect.PARALYSIS);
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expect(game.scene.getEnemyPokemon()!.status?.effect).toBe(StatusEffect.PARALYSIS);
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expect(game.phaseInterceptor.log).toContain("ShowAbilityPhase");
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expect(game.phaseInterceptor.log).toContain("ShowAbilityPhase");
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});
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});
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it("should activate with Psycho Shift after the move clears the status", async () => {
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game.override.statusEffect(StatusEffect.PARALYSIS);
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await game.classicMode.startBattle();
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game.move.select(Moves.PSYCHO_SHIFT);
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await game.phaseInterceptor.to("BerryPhase");
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expect(game.scene.getPlayerPokemon()!.status?.effect).toBe(StatusEffect.PARALYSIS); // keeping old gen < V impl for now since it's buggy otherwise
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expect(game.scene.getEnemyPokemon()!.status?.effect).toBe(StatusEffect.PARALYSIS);
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expect(game.phaseInterceptor.log).toContain("ShowAbilityPhase");
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});
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});
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});
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49
src/test/moves/psycho_shift.test.ts
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49
src/test/moves/psycho_shift.test.ts
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@ -0,0 +1,49 @@
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import { StatusEffect } from "#app/enums/status-effect";
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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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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("Moves - Psycho Shift", () => {
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let phaserGame: Phaser.Game;
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let game: GameManager;
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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
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.moveset([ Moves.PSYCHO_SHIFT ])
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.ability(Abilities.BALL_FETCH)
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.statusEffect(StatusEffect.POISON)
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.battleType("single")
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.disableCrits()
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.enemySpecies(Species.MAGIKARP)
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.enemyLevel(20)
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.enemyAbility(Abilities.SYNCHRONIZE)
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.enemyMoveset(Moves.SPLASH);
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});
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it("If Psycho Shift is used on a Pokémon with Synchronize, the user of Psycho Shift will already be afflicted with a status condition when Synchronize activates", async () => {
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await game.classicMode.startBattle([ Species.FEEBAS ]);
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const playerPokemon = game.scene.getPlayerPokemon();
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const enemyPokemon = game.scene.getEnemyPokemon();
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expect(enemyPokemon?.status).toBeUndefined();
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game.move.select(Moves.PSYCHO_SHIFT);
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await game.phaseInterceptor.to("TurnEndPhase");
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expect(playerPokemon?.status).toBeNull();
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expect(enemyPokemon?.status).toBeDefined();
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});
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});
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