Also adds a regression test for the scenario
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@ -375,11 +375,7 @@ export class MovePhase extends BattlePhase {
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protected resolveCounterAttackTarget() {
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if (this.targets.length === 1 && this.targets[0] === BattlerIndex.ATTACKER) {
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if (this.pokemon.turnData.attacksReceived.length) {
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const attacker = this.pokemon.scene.getPokemonById(this.pokemon.turnData.attacksReceived[0].sourceId);
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if (attacker?.isActive(true)) {
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this.targets[0] = attacker.getBattlerIndex();
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}
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this.targets[0] = this.pokemon.turnData.attacksReceived[0].sourceBattlerIndex;
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// account for metal burst and comeuppance hitting remaining targets in double battles
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// counterattack will redirect to remaining ally if original attacker faints
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@ -0,0 +1,80 @@
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import { BattlerIndex } from "#app/battle";
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import { MoveResult } from "#app/field/pokemon";
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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 - Metal Burst", () => {
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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.METAL_BURST, Moves.FISSURE, Moves.PRECIPICE_BLADES ])
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.ability(Abilities.PURE_POWER)
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.startingLevel(10)
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.battleType("double")
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.disableCrits()
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.enemySpecies(Species.PICHU)
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.enemyAbility(Abilities.BALL_FETCH)
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.enemyMoveset(Moves.TACKLE);
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});
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it("should redirect target if intended target faints", async () => {
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await game.classicMode.startBattle([ Species.FEEBAS, Species.FEEBAS ]);
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const [ , enemy2 ] = game.scene.getEnemyField();
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game.move.select(Moves.METAL_BURST);
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game.move.select(Moves.FISSURE, 1, BattlerIndex.ENEMY);
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await game.forceEnemyMove(Moves.TACKLE, BattlerIndex.PLAYER);
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await game.forceEnemyMove(Moves.TACKLE, BattlerIndex.PLAYER_2);
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await game.setTurnOrder([ BattlerIndex.ENEMY, BattlerIndex.PLAYER_2, BattlerIndex.PLAYER, BattlerIndex.ENEMY_2 ]);
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await game.phaseInterceptor.to("MoveEndPhase");
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await game.move.forceHit();
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await game.phaseInterceptor.to("MoveEndPhase");
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await game.phaseInterceptor.to("MoveEndPhase");
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expect(enemy2.isFullHp()).toBe(false);
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});
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it("should not crash if both opponents faint before the move is used", async () => {
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await game.classicMode.startBattle([ Species.FEEBAS, Species.ARCEUS ]);
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const [ enemy1, enemy2 ] = game.scene.getEnemyField();
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game.move.select(Moves.METAL_BURST);
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game.move.select(Moves.PRECIPICE_BLADES, 1);
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await game.forceEnemyMove(Moves.TACKLE, BattlerIndex.PLAYER);
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await game.forceEnemyMove(Moves.TACKLE, BattlerIndex.PLAYER_2);
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await game.setTurnOrder([ BattlerIndex.ENEMY, BattlerIndex.PLAYER_2, BattlerIndex.PLAYER, BattlerIndex.ENEMY_2 ]);
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await game.phaseInterceptor.to("MoveEndPhase");
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await game.move.forceHit();
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await game.phaseInterceptor.to("MoveEndPhase");
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await game.phaseInterceptor.to("BerryPhase");
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expect(enemy1.isFainted()).toBe(true);
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expect(enemy2.isFainted()).toBe(true);
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expect(game.scene.getPlayerField()[0].getLastXMoves(1)[0].result).toBe(MoveResult.FAIL);
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});
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});
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@ -13,8 +13,8 @@ import { GameManagerHelper } from "./gameManagerHelper";
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*/
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export class MoveHelper extends GameManagerHelper {
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/**
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* Intercepts `MoveEffectPhase` and mocks the hitCheck's
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* return value to `true` {@linkcode MoveEffectPhase.hitCheck}.
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* Intercepts {@linkcode MoveEffectPhase} and mocks the
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* {@linkcode MoveEffectPhase.hitCheck | hitCheck}'s return value to `true`.
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* Used to force a move to hit.
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*/
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async forceHit(): Promise<void> {
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@ -23,8 +23,8 @@ export class MoveHelper extends GameManagerHelper {
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}
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/**
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* Intercepts `MoveEffectPhase` and mocks the hitCheck's
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* return value to `false` {@linkcode MoveEffectPhase.hitCheck}.
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* Intercepts {@linkcode MoveEffectPhase} and mocks the
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* {@linkcode MoveEffectPhase.hitCheck | hitCheck}'s return value to `false`.
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* Used to force a move to miss.
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* @param firstTargetOnly Whether the move should force miss on the first target only, in the case of multi-target moves.
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*/
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