Add waveTurnCount to PokemonBattleData (#4168)

Swap `FirstMoveCondition` to use the new `waveTurnCount` field
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NightKev 2024-09-29 23:45:44 -07:00 committed by GitHub
parent 3d3460888a
commit 7d2df53c51
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GPG Key ID: B5690EEEBB952194
6 changed files with 38 additions and 10 deletions

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@ -6591,7 +6591,7 @@ export class MoveCondition {
export class FirstMoveCondition extends MoveCondition {
constructor() {
super((user, target, move) => user.battleSummonData?.turnCount === 1);
super((user, target, move) => user.battleSummonData?.waveTurnCount === 1);
}
getUserBenefitScore(user: Pokemon, target: Pokemon, move: Move): integer {

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@ -5000,6 +5000,8 @@ export class PokemonBattleData {
export class PokemonBattleSummonData {
/** The number of turns the pokemon has passed since entering the battle */
public turnCount: number = 1;
/** The number of turns the pokemon has passed since the start of the wave */
public waveTurnCount: number = 1;
/** The list of moves the pokemon has used since entering the battle */
public moveHistory: TurnMove[] = [];
}

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@ -35,6 +35,12 @@ export class BattleEndPhase extends BattlePhase {
this.scene.unshiftPhase(new GameOverPhase(this.scene, true));
}
for (const pokemon of this.scene.getField()) {
if (pokemon && pokemon.battleSummonData) {
pokemon.battleSummonData.waveTurnCount = 1;
}
}
for (const pokemon of this.scene.getParty().filter(p => p.isAllowedInBattle())) {
applyPostBattleAbAttrs(PostBattleAbAttr, pokemon);
}

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@ -173,6 +173,7 @@ export class SwitchSummonPhase extends SummonPhase {
// Or compensate for force switch move if switched out pokemon is not fainted
if (currentCommand === Command.POKEMON || lastPokemonIsForceSwitchedAndNotFainted) {
pokemon.battleSummonData.turnCount--;
pokemon.battleSummonData.waveTurnCount--;
}
if (this.switchType === SwitchType.BATON_PASS && pokemon) {

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@ -44,6 +44,7 @@ export class TurnEndPhase extends FieldPhase {
this.scene.applyModifiers(TurnHeldItemTransferModifier, pokemon.isPlayer(), pokemon);
pokemon.battleSummonData.turnCount++;
pokemon.battleSummonData.waveTurnCount++;
};
this.executeForAll(handlePokemon);

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@ -23,14 +23,15 @@ describe("Moves - Fake Out", () => {
game.override
.battleType("single")
.enemySpecies(Species.CORVIKNIGHT)
.starterSpecies(Species.FEEBAS)
.moveset([Moves.FAKE_OUT, Moves.SPLASH])
.enemyMoveset(Moves.SPLASH)
.enemyLevel(10)
.startingLevel(10) // prevent LevelUpPhase from happening
.disableCrits();
});
it("can only be used on the first turn a pokemon is sent out", async() => {
await game.classicMode.startBattle();
it("can only be used on the first turn a pokemon is sent out in a battle", async() => {
await game.classicMode.startBattle([Species.FEEBAS]);
const enemy = game.scene.getEnemyPokemon()!;
@ -44,22 +45,27 @@ describe("Moves - Fake Out", () => {
await game.toNextTurn();
expect(enemy.hp).toBe(postTurnOneHp);
}, 20000);
game.move.select(Moves.SPLASH);
await game.doKillOpponents();
// This is a PokeRogue buff to Fake Out
it("can be used at the start of every wave even if the pokemon wasn't recalled", async() => {
await game.classicMode.startBattle([Species.FEEBAS]);
const enemy = game.scene.getEnemyPokemon()!;
enemy.damageAndUpdate(enemy.getMaxHp() - 1);
game.move.select(Moves.FAKE_OUT);
await game.toNextWave();
const newEnemy = game.scene.getEnemyPokemon()!;
game.move.select(Moves.FAKE_OUT);
await game.toNextTurn();
expect(newEnemy.hp).toBe(newEnemy.getMaxHp());
expect(game.scene.getEnemyPokemon()!.isFullHp()).toBe(false);
}, 20000);
it("can be used again if recalled and sent back out", async() => {
game.override.startingWave(4);
await game.classicMode.startBattle();
await game.classicMode.startBattle([Species.FEEBAS, Species.MAGIKARP]);
const enemy1 = game.scene.getEnemyPokemon()!;
@ -76,6 +82,18 @@ describe("Moves - Fake Out", () => {
const enemy2 = game.scene.getEnemyPokemon()!;
expect(enemy2.hp).toBeLessThan(enemy2.getMaxHp());
enemy2.hp = enemy2.getMaxHp();
game.doSwitchPokemon(1);
await game.toNextTurn();
game.doSwitchPokemon(1);
await game.toNextTurn();
game.move.select(Moves.FAKE_OUT);
await game.toNextTurn();
expect(enemy2.hp).toBeLessThan(enemy2.getMaxHp());
}, 20000);
});