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[Ability] (Partially) Implement synchronize ability with old psycho shift interaction (#2746)
* Initial changes for Synchronize ability * Fix psycho shift interaction causing buggy behaviour * Update to show ability even if opponent pokemon does not get statused * Fix some spacing * Update tests * Formatting change * Remove impossible `if` statement * Add `simulated` support * Apply suggestions from code review Co-authored-by: innerthunder <168692175+innerthunder@users.noreply.github.com> * Don't need those comments --------- Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> Co-authored-by: flx-sta <50131232+flx-sta@users.noreply.github.com> Co-authored-by: innerthunder <168692175+innerthunder@users.noreply.github.com>
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62
src/data/ability.ts
Executable file → Normal file
62
src/data/ability.ts
Executable file → Normal file
@ -1798,6 +1798,61 @@ export class PostDefendStealHeldItemAbAttr extends PostDefendAbAttr {
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}
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}
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/**
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* Base class for defining all {@linkcode Ability} Attributes after a status effect has been set.
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* @see {@linkcode applyPostSetStatus()}.
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*/
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export class PostSetStatusAbAttr extends AbAttr {
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/**
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* Does nothing after a status condition is set.
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* @param pokemon {@linkcode Pokemon} that status condition was set on.
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* @param sourcePokemon {@linkcode Pokemon} that that set the status condition. Is `null` if status was not set by a Pokemon.
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* @param passive Whether this ability is a passive.
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* @param effect {@linkcode StatusEffect} that was set.
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* @param args Set of unique arguments needed by this attribute.
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* @returns `true` if application of the ability succeeds.
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*/
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applyPostSetStatus(pokemon: Pokemon, sourcePokemon: Pokemon | null = null, passive: boolean, effect: StatusEffect, simulated: boolean, args: any[]) : boolean | Promise<boolean> {
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return false;
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}
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}
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/**
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* If another Pokemon burns, paralyzes, poisons, or badly poisons this Pokemon,
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* that Pokemon receives the same non-volatile status condition as part of this
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* ability attribute. For Synchronize ability.
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*/
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export class SynchronizeStatusAbAttr extends PostSetStatusAbAttr {
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/**
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* If the `StatusEffect` that was set is Burn, Paralysis, Poison, or Toxic, and the status
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* was set by a source Pokemon, set the source Pokemon's status to the same `StatusEffect`.
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* @param pokemon {@linkcode Pokemon} that status condition was set on.
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* @param sourcePokemon {@linkcode Pokemon} that that set the status condition. Is null if status was not set by a Pokemon.
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* @param passive Whether this ability is a passive.
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* @param effect {@linkcode StatusEffect} that was set.
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* @param args Set of unique arguments needed by this attribute.
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* @returns `true` if application of the ability succeeds.
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*/
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override applyPostSetStatus(pokemon: Pokemon, sourcePokemon: Pokemon | null = null, passive: boolean, effect: StatusEffect, simulated: boolean, args: any[]): boolean {
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/** Synchronizable statuses */
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const syncStatuses = new Set<StatusEffect>([
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StatusEffect.BURN,
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StatusEffect.PARALYSIS,
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StatusEffect.POISON,
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StatusEffect.TOXIC
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]);
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if (sourcePokemon && syncStatuses.has(effect)) {
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if (!simulated) {
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sourcePokemon.trySetStatus(effect, true, pokemon);
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}
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return true;
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}
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return false;
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}
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}
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export class PostVictoryAbAttr extends AbAttr {
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applyPostVictory(pokemon: Pokemon, passive: boolean, simulated: boolean, args: any[]): boolean | Promise<boolean> {
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return false;
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@ -4677,6 +4732,10 @@ export function applyStatMultiplierAbAttrs(attrType: Constructor<StatMultiplierA
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pokemon: Pokemon, stat: BattleStat, statValue: Utils.NumberHolder, simulated: boolean = false, ...args: any[]): Promise<void> {
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return applyAbAttrsInternal<StatMultiplierAbAttr>(attrType, pokemon, (attr, passive) => attr.applyStatStage(pokemon, passive, simulated, stat, statValue, args), args);
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}
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export function applyPostSetStatusAbAttrs(attrType: Constructor<PostSetStatusAbAttr>,
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pokemon: Pokemon, effect: StatusEffect, sourcePokemon?: Pokemon | null, simulated: boolean = false, ...args: any[]): Promise<void> {
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return applyAbAttrsInternal<PostSetStatusAbAttr>(attrType, pokemon, (attr, passive) => attr.applyPostSetStatus(pokemon, sourcePokemon, passive, effect, simulated, args), args, false, simulated);
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}
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/**
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* Applies a field Stat multiplier attribute
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@ -4907,7 +4966,8 @@ export function initAbilities() {
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.attr(EffectSporeAbAttr),
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new Ability(Abilities.SYNCHRONIZE, 3)
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.attr(SyncEncounterNatureAbAttr)
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.unimplemented(),
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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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.attr(ProtectStatAbAttr)
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.ignorable(),
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@ -2091,21 +2091,20 @@ export class PsychoShiftEffectAttr extends MoveEffectAttr {
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if (target.status) {
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return false;
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}
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//@ts-ignore - how can target.status.effect be checked when we return `false` before when it's defined?
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if (!target.status || (target.status.effect === statusToApply && move.chance < 0)) { // TODO: resolve ts-ignore
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const statusAfflictResult = target.trySetStatus(statusToApply, true, user);
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if (statusAfflictResult) {
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} else {
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const canSetStatus = target.canSetStatus(statusToApply, true, false, user);
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if (canSetStatus) {
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if (user.status) {
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user.scene.queueMessage(getStatusEffectHealText(user.status.effect, getPokemonNameWithAffix(user)));
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}
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user.resetStatus();
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user.updateInfo();
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}
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return statusAfflictResult;
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target.trySetStatus(statusToApply, true, user);
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}
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return false;
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return canSetStatus;
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}
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}
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getTargetBenefitScore(user: Pokemon, target: Pokemon, move: Move): number {
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@ -20,7 +20,7 @@ import { reverseCompatibleTms, tmSpecies, tmPoolTiers } from "../data/tms";
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import { BattlerTag, BattlerTagLapseType, EncoreTag, GroundedTag, HighestStatBoostTag, SubstituteTag, TypeImmuneTag, getBattlerTag, SemiInvulnerableTag, TypeBoostTag, MoveRestrictionBattlerTag, ExposedTag, DragonCheerTag, CritBoostTag, TrappedTag, TarShotTag } from "../data/battler-tags";
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import { WeatherType } from "../data/weather";
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import { ArenaTagSide, NoCritTag, WeakenMoveScreenTag } from "../data/arena-tag";
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import { Ability, AbAttr, StatMultiplierAbAttr, BlockCritAbAttr, BonusCritAbAttr, BypassBurnDamageReductionAbAttr, FieldPriorityMoveImmunityAbAttr, IgnoreOpponentStatStagesAbAttr, MoveImmunityAbAttr, PreDefendFullHpEndureAbAttr, ReceivedMoveDamageMultiplierAbAttr, ReduceStatusEffectDurationAbAttr, StabBoostAbAttr, StatusEffectImmunityAbAttr, TypeImmunityAbAttr, WeightMultiplierAbAttr, allAbilities, applyAbAttrs, applyStatMultiplierAbAttrs, applyPreApplyBattlerTagAbAttrs, applyPreAttackAbAttrs, applyPreDefendAbAttrs, applyPreSetStatusAbAttrs, UnsuppressableAbilityAbAttr, SuppressFieldAbilitiesAbAttr, NoFusionAbilityAbAttr, MultCritAbAttr, IgnoreTypeImmunityAbAttr, DamageBoostAbAttr, IgnoreTypeStatusEffectImmunityAbAttr, ConditionalCritAbAttr, applyFieldStatMultiplierAbAttrs, FieldMultiplyStatAbAttr, AddSecondStrikeAbAttr, UserFieldStatusEffectImmunityAbAttr, UserFieldBattlerTagImmunityAbAttr, BattlerTagImmunityAbAttr, MoveTypeChangeAbAttr, FullHpResistTypeAbAttr, applyCheckTrappedAbAttrs, CheckTrappedAbAttr } from "../data/ability";
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import { Ability, AbAttr, StatMultiplierAbAttr, BlockCritAbAttr, BonusCritAbAttr, BypassBurnDamageReductionAbAttr, FieldPriorityMoveImmunityAbAttr, IgnoreOpponentStatStagesAbAttr, MoveImmunityAbAttr, PreDefendFullHpEndureAbAttr, ReceivedMoveDamageMultiplierAbAttr, ReduceStatusEffectDurationAbAttr, StabBoostAbAttr, StatusEffectImmunityAbAttr, TypeImmunityAbAttr, WeightMultiplierAbAttr, allAbilities, applyAbAttrs, applyStatMultiplierAbAttrs, applyPreApplyBattlerTagAbAttrs, applyPreAttackAbAttrs, applyPreDefendAbAttrs, applyPreSetStatusAbAttrs, UnsuppressableAbilityAbAttr, SuppressFieldAbilitiesAbAttr, NoFusionAbilityAbAttr, MultCritAbAttr, IgnoreTypeImmunityAbAttr, DamageBoostAbAttr, IgnoreTypeStatusEffectImmunityAbAttr, ConditionalCritAbAttr, applyFieldStatMultiplierAbAttrs, FieldMultiplyStatAbAttr, AddSecondStrikeAbAttr, UserFieldStatusEffectImmunityAbAttr, UserFieldBattlerTagImmunityAbAttr, BattlerTagImmunityAbAttr, MoveTypeChangeAbAttr, FullHpResistTypeAbAttr, applyCheckTrappedAbAttrs, CheckTrappedAbAttr, PostSetStatusAbAttr, applyPostSetStatusAbAttrs } from "../data/ability";
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import PokemonData from "../system/pokemon-data";
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import { BattlerIndex } from "../battle";
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import { Mode } from "../ui/ui";
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@ -3365,7 +3365,7 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
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}
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if (asPhase) {
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this.scene.unshiftPhase(new ObtainStatusEffectPhase(this.scene, this.getBattlerIndex(), effect, cureTurn, sourceText!, sourcePokemon!)); // TODO: are these bangs correct?
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this.scene.unshiftPhase(new ObtainStatusEffectPhase(this.scene, this.getBattlerIndex(), effect, cureTurn, sourceText, sourcePokemon));
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return true;
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}
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@ -3399,6 +3399,7 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
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if (effect !== StatusEffect.FAINT) {
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this.scene.triggerPokemonFormChange(this, SpeciesFormChangeStatusEffectTrigger, true);
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applyPostSetStatusAbAttrs(PostSetStatusAbAttr, this, effect, sourcePokemon);
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}
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return true;
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@ -9,24 +9,24 @@ import { PokemonPhase } from "./pokemon-phase";
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import { PostTurnStatusEffectPhase } from "./post-turn-status-effect-phase";
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export class ObtainStatusEffectPhase extends PokemonPhase {
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private statusEffect: StatusEffect | undefined;
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private cureTurn: integer | null;
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private sourceText: string | null;
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private sourcePokemon: Pokemon | null;
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private statusEffect?: StatusEffect | undefined;
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private cureTurn?: integer | null;
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private sourceText?: string | null;
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private sourcePokemon?: Pokemon | null;
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constructor(scene: BattleScene, battlerIndex: BattlerIndex, statusEffect?: StatusEffect, cureTurn?: integer | null, sourceText?: string, sourcePokemon?: Pokemon) {
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constructor(scene: BattleScene, battlerIndex: BattlerIndex, statusEffect?: StatusEffect, cureTurn?: integer | null, sourceText?: string | null, sourcePokemon?: Pokemon | null) {
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super(scene, battlerIndex);
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this.statusEffect = statusEffect;
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this.cureTurn = cureTurn!; // TODO: is this bang correct?
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this.sourceText = sourceText!; // TODO: is this bang correct?
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this.sourcePokemon = sourcePokemon!; // For tracking which Pokemon caused the status effect // TODO: is this bang correct?
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this.cureTurn = cureTurn;
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this.sourceText = sourceText;
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this.sourcePokemon = sourcePokemon; // For tracking which Pokemon caused the status effect
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}
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start() {
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const pokemon = this.getPokemon();
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if (!pokemon?.status) {
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if (pokemon?.trySetStatus(this.statusEffect, false, this.sourcePokemon)) {
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if (pokemon && !pokemon.status) {
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if (pokemon.trySetStatus(this.statusEffect, false, this.sourcePokemon)) {
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if (this.cureTurn) {
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pokemon.status!.cureTurn = this.cureTurn; // TODO: is this bang correct?
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}
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@ -40,8 +40,8 @@ export class ObtainStatusEffectPhase extends PokemonPhase {
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});
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return;
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}
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} else if (pokemon.status.effect === this.statusEffect) {
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this.scene.queueMessage(getStatusEffectOverlapText(this.statusEffect, getPokemonNameWithAffix(pokemon)));
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} else if (pokemon.status?.effect === this.statusEffect) {
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this.scene.queueMessage(getStatusEffectOverlapText(this.statusEffect ?? StatusEffect.NONE, getPokemonNameWithAffix(pokemon)));
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}
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this.end();
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}
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109
src/test/abilities/synchronize.test.ts
Normal file
109
src/test/abilities/synchronize.test.ts
Normal file
@ -0,0 +1,109 @@
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import { StatusEffect } from "#app/data/status-effect";
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import GameManager from "#app/test/utils/gameManager";
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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 Phaser from "phaser";
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import { afterEach, beforeAll, beforeEach, describe, expect, it } from "vitest";
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describe("Abilities - Synchronize", () => {
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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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.startingLevel(100)
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.enemySpecies(Species.MAGIKARP)
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.enemyAbility(Abilities.SYNCHRONIZE)
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.moveset([Moves.SPLASH, Moves.THUNDER_WAVE, Moves.SPORE, Moves.PSYCHO_SHIFT])
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.ability(Abilities.NO_GUARD);
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}, 20000);
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it("does not trigger when no status is applied by opponent Pokemon", async () => {
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await game.classicMode.startBattle([Species.FEEBAS]);
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game.move.select(Moves.SPLASH);
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await game.phaseInterceptor.to("BerryPhase");
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expect(game.scene.getParty()[0].status).toBeUndefined();
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expect(game.phaseInterceptor.log).not.toContain("ShowAbilityPhase");
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}, 20000);
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it("sets the status of the source pokemon to Paralysis when paralyzed by it", async () => {
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await game.classicMode.startBattle([Species.FEEBAS]);
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game.move.select(Moves.THUNDER_WAVE);
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await game.phaseInterceptor.to("BerryPhase");
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expect(game.scene.getParty()[0].status?.effect).toBe(StatusEffect.PARALYSIS);
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expect(game.scene.getEnemyParty()[0].status?.effect).toBe(StatusEffect.PARALYSIS);
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expect(game.phaseInterceptor.log).toContain("ShowAbilityPhase");
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}, 20000);
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it("does not trigger on Sleep", async () => {
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await game.classicMode.startBattle();
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game.move.select(Moves.SPORE);
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await game.phaseInterceptor.to("BerryPhase");
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expect(game.scene.getParty()[0].status?.effect).toBeUndefined();
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expect(game.scene.getEnemyParty()[0].status?.effect).toBe(StatusEffect.SLEEP);
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expect(game.phaseInterceptor.log).not.toContain("ShowAbilityPhase");
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}, 20000);
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it("does not trigger when Pokemon is statused by Toxic Spikes", async () => {
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game.override
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.ability(Abilities.SYNCHRONIZE)
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.enemyAbility(Abilities.BALL_FETCH)
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.enemyMoveset(Array(4).fill(Moves.TOXIC_SPIKES));
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await game.classicMode.startBattle([Species.FEEBAS, Species.MILOTIC]);
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game.move.select(Moves.SPLASH);
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await game.toNextTurn();
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game.doSwitchPokemon(1);
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await game.phaseInterceptor.to("BerryPhase");
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expect(game.scene.getParty()[0].status?.effect).toBe(StatusEffect.POISON);
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expect(game.scene.getEnemyParty()[0].status?.effect).toBeUndefined();
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expect(game.phaseInterceptor.log).not.toContain("ShowAbilityPhase");
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}, 20000);
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it("shows ability even if it fails to set the status of the opponent Pokemon", async () => {
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await game.classicMode.startBattle([Species.PIKACHU]);
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game.move.select(Moves.THUNDER_WAVE);
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await game.phaseInterceptor.to("BerryPhase");
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expect(game.scene.getParty()[0].status?.effect).toBeUndefined();
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expect(game.scene.getEnemyParty()[0].status?.effect).toBe(StatusEffect.PARALYSIS);
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expect(game.phaseInterceptor.log).toContain("ShowAbilityPhase");
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}, 20000);
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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.getParty()[0].status?.effect).toBe(StatusEffect.PARALYSIS); // keeping old gen < V impl for now since it's buggy otherwise
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expect(game.scene.getEnemyParty()[0].status?.effect).toBe(StatusEffect.PARALYSIS);
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expect(game.phaseInterceptor.log).toContain("ShowAbilityPhase");
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}, 20000);
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});
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