[P2] Fix for Speed Boost is Activated on the Turn a Pokemon is Switched In, and When a Pokemon Fails to Escape #4353 (#4676)
* fixing speed boost for pokemon being switched in and for if failed escape * adding unit tests * adding failed run away test case * adding failed run away test case modification * refactoring solution to be more consistent with coding style * more fixes for consistency * more fixes for consistency * adding new AbAttr in abiliity.ts for posterity * removing uneccesary variables * fixing a merge conflict
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@ -3614,22 +3614,19 @@ export class MoodyAbAttr extends PostTurnAbAttr {
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}
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}
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export class PostTurnStatStageChangeAbAttr extends PostTurnAbAttr {
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private stats: BattleStat[];
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private stages: number;
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export class SpeedBoostAbAttr extends PostTurnAbAttr {
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constructor(stats: BattleStat[], stages: number) {
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constructor() {
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super(true);
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this.stats = Array.isArray(stats)
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? stats
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: [ stats ];
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this.stages = stages;
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}
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applyPostTurn(pokemon: Pokemon, passive: boolean, simulated: boolean, args: any[]): boolean {
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if (!simulated) {
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pokemon.scene.unshiftPhase(new StatStageChangePhase(pokemon.scene, pokemon.getBattlerIndex(), true, this.stats, this.stages));
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if (!pokemon.turnData.switchedInThisTurn && !pokemon.turnData.failedRunAway) {
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pokemon.scene.unshiftPhase(new StatStageChangePhase(pokemon.scene, pokemon.getBattlerIndex(), true, [ Stat.SPD ], 1));
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} else {
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return false;
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}
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}
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return true;
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}
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@ -5011,7 +5008,7 @@ export function initAbilities() {
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.attr(PostSummonWeatherChangeAbAttr, WeatherType.RAIN)
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.attr(PostBiomeChangeWeatherChangeAbAttr, WeatherType.RAIN),
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new Ability(Abilities.SPEED_BOOST, 3)
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.attr(PostTurnStatStageChangeAbAttr, [ Stat.SPD ], 1),
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.attr(SpeedBoostAbAttr),
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new Ability(Abilities.BATTLE_ARMOR, 3)
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.attr(BlockCritAbAttr)
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.ignorable(),
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@ -3,6 +3,8 @@
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* or {@linkcode SwitchSummonPhase} will carry out.
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*/
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export enum SwitchType {
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/** Switchout specifically for when combat starts and the player is prompted if they will switch Pokemon */
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INITIAL_SWITCH,
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/** Basic switchout where the Pokemon to switch in is selected */
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SWITCH,
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/** Transfers stat stages and other effects from the returning Pokemon to the switched in Pokemon */
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@ -5143,6 +5143,8 @@ export class PokemonTurnData {
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public statStagesDecreased: boolean = false;
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public moveEffectiveness: TypeDamageMultiplier | null = null;
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public combiningPledge?: Moves;
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public switchedInThisTurn: boolean = false;
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public failedRunAway: boolean = false;
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}
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export enum AiType {
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@ -10,6 +10,10 @@ import { NewBattlePhase } from "./new-battle-phase";
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import { PokemonPhase } from "./pokemon-phase";
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export class AttemptRunPhase extends PokemonPhase {
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/** For testing purposes: this is to force the pokemon to fail and escape */
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public forceFailEscape = false;
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constructor(scene: BattleScene, fieldIndex: number) {
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super(scene, fieldIndex);
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}
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@ -28,7 +32,7 @@ export class AttemptRunPhase extends PokemonPhase {
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applyAbAttrs(RunSuccessAbAttr, playerPokemon, null, false, escapeChance);
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if (playerPokemon.randSeedInt(100) < escapeChance.value) {
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if (playerPokemon.randSeedInt(100) < escapeChance.value && !this.forceFailEscape) {
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this.scene.playSound("se/flee");
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this.scene.queueMessage(i18next.t("battle:runAwaySuccess"), null, true, 500);
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@ -51,6 +55,7 @@ export class AttemptRunPhase extends PokemonPhase {
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this.scene.pushPhase(new BattleEndPhase(this.scene));
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this.scene.pushPhase(new NewBattlePhase(this.scene));
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} else {
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playerPokemon.turnData.failedRunAway = true;
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this.scene.queueMessage(i18next.t("battle:runAwayCannotEscape"), null, true, 500);
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}
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@ -51,7 +51,7 @@ export class CheckSwitchPhase extends BattlePhase {
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this.scene.ui.setMode(Mode.CONFIRM, () => {
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this.scene.ui.setMode(Mode.MESSAGE);
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this.scene.tryRemovePhase(p => p instanceof PostSummonPhase && p.player && p.fieldIndex === this.fieldIndex);
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this.scene.unshiftPhase(new SwitchPhase(this.scene, SwitchType.SWITCH, this.fieldIndex, false, true));
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this.scene.unshiftPhase(new SwitchPhase(this.scene, SwitchType.INITIAL_SWITCH, this.fieldIndex, false, true));
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this.end();
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}, () => {
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this.scene.ui.setMode(Mode.MESSAGE);
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@ -64,10 +64,8 @@ export class SwitchSummonPhase extends SummonPhase {
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}
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const pokemon = this.getPokemon();
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(this.player ? this.scene.getEnemyField() : this.scene.getPlayerField()).forEach(enemyPokemon => enemyPokemon.removeTagsBySourceId(pokemon.id));
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if (this.switchType === SwitchType.SWITCH) {
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if (this.switchType === SwitchType.SWITCH || this.switchType === SwitchType.INITIAL_SWITCH) {
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const substitute = pokemon.getTag(SubstituteTag);
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if (substitute) {
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this.scene.tweens.add({
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@ -186,6 +184,11 @@ export class SwitchSummonPhase extends SummonPhase {
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}
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}
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if (this.switchType !== SwitchType.INITIAL_SWITCH) {
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pokemon.resetTurnData();
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pokemon.turnData.switchedInThisTurn = true;
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}
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this.lastPokemon?.resetSummonData();
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this.scene.triggerPokemonFormChange(pokemon, SpeciesFormChangeActiveTrigger, true);
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@ -0,0 +1,125 @@
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import { Stat } from "#enums/stat";
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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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import { CommandPhase } from "#app/phases/command-phase";
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import { Command } from "#app/ui/command-ui-handler";
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import { AttemptRunPhase } from "#app/phases/attempt-run-phase";
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describe("Abilities - Speed Boost", () => {
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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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.battleType("single")
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.enemySpecies(Species.DRAGAPULT)
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.ability(Abilities.SPEED_BOOST)
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.enemyMoveset(Moves.SPLASH)
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.moveset([ Moves.SPLASH, Moves.U_TURN ]);
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});
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it("should increase speed by 1 stage at end of turn",
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async () => {
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await game.classicMode.startBattle();
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const playerPokemon = game.scene.getPlayerPokemon()!;
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game.move.select(Moves.SPLASH);
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await game.toNextTurn();
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expect(playerPokemon.getStatStage(Stat.SPD)).toBe(1);
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});
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it("should not trigger this turn if pokemon was switched into combat via attack, but the turn after",
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async () => {
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await game.classicMode.startBattle([
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Species.SHUCKLE,
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Species.NINJASK
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]);
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game.move.select(Moves.U_TURN);
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game.doSelectPartyPokemon(1);
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await game.toNextTurn();
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const playerPokemon = game.scene.getPlayerPokemon()!;
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expect(playerPokemon.getStatStage(Stat.SPD)).toBe(0);
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game.move.select(Moves.SPLASH);
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await game.toNextTurn();
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expect(playerPokemon.getStatStage(Stat.SPD)).toBe(1);
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});
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it("checking back to back swtiches",
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async () => {
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await game.classicMode.startBattle([
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Species.SHUCKLE,
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Species.NINJASK
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]);
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game.move.select(Moves.U_TURN);
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game.doSelectPartyPokemon(1);
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await game.toNextTurn();
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let playerPokemon = game.scene.getPlayerPokemon()!;
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expect(playerPokemon.getStatStage(Stat.SPD)).toBe(0);
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game.move.select(Moves.U_TURN);
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game.doSelectPartyPokemon(1);
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await game.toNextTurn();
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playerPokemon = game.scene.getPlayerPokemon()!;
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expect(playerPokemon.getStatStage(Stat.SPD)).toBe(0);
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game.move.select(Moves.SPLASH);
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await game.toNextTurn();
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expect(playerPokemon.getStatStage(Stat.SPD)).toBe(1);
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});
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it("should not trigger this turn if pokemon was switched into combat via normal switch, but the turn after",
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async () => {
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await game.classicMode.startBattle([
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Species.SHUCKLE,
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Species.NINJASK
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]);
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game.doSwitchPokemon(1);
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await game.toNextTurn();
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const playerPokemon = game.scene.getPlayerPokemon()!;
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expect(playerPokemon.getStatStage(Stat.SPD)).toBe(0);
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game.move.select(Moves.SPLASH);
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await game.toNextTurn();
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expect(playerPokemon.getStatStage(Stat.SPD)).toBe(1);
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});
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it("should not trigger if pokemon fails to escape",
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async () => {
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await game.classicMode.startBattle([ Species.SHUCKLE ]);
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const commandPhase = game.scene.getCurrentPhase() as CommandPhase;
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commandPhase.handleCommand(Command.RUN, 0);
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const runPhase = game.scene.getCurrentPhase() as AttemptRunPhase;
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runPhase.forceFailEscape = true;
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await game.phaseInterceptor.to(AttemptRunPhase);
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await game.toNextTurn();
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const playerPokemon = game.scene.getPlayerPokemon()!;
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expect(playerPokemon.getStatStage(Stat.SPD)).toBe(0);
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game.move.select(Moves.SPLASH);
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await game.toNextTurn();
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expect(playerPokemon.getStatStage(Stat.SPD)).toBe(1);
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});
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});
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