[Move] Fully Implement Round (#4783)

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innerthunder 2024-11-03 18:59:55 -08:00 committed by GitHub
parent 3f97c9e39f
commit c3d832aaca
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3 changed files with 123 additions and 2 deletions

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@ -4161,6 +4161,60 @@ export class CombinedPledgeStabBoostAttr extends MoveAttr {
} }
} }
/**
* Variable Power attribute for {@link https://bulbapedia.bulbagarden.net/wiki/Round_(move) | Round}.
* Doubles power if another Pokemon has previously selected Round this turn.
* @extends VariablePowerAttr
*/
export class RoundPowerAttr extends VariablePowerAttr {
override apply(user: Pokemon, target: Pokemon, move: Move, args: any[]): boolean {
const power = args[0];
if (!(power instanceof Utils.NumberHolder)) {
return false;
}
if (user.turnData?.joinedRound) {
power.value *= 2;
return true;
}
return false;
}
}
/**
* Attribute for the "combo" effect of {@link https://bulbapedia.bulbagarden.net/wiki/Round_(move) | Round}.
* Preempts the next move in the turn order with the first instance of any Pokemon
* using Round. Also marks the Pokemon using the cued Round to double the move's power.
* @extends MoveEffectAttr
* @see {@linkcode RoundPowerAttr}
*/
export class CueNextRoundAttr extends MoveEffectAttr {
constructor() {
super(true, { lastHitOnly: true });
}
override apply(user: Pokemon, target: Pokemon, move: Move, args?: any[]): boolean {
const nextRoundPhase = user.scene.findPhase<MovePhase>(phase =>
phase instanceof MovePhase && phase.move.moveId === Moves.ROUND
);
if (!nextRoundPhase) {
return false;
}
// Update the phase queue so that the next Pokemon using Round moves next
const nextRoundIndex = user.scene.phaseQueue.indexOf(nextRoundPhase);
const nextMoveIndex = user.scene.phaseQueue.findIndex(phase => phase instanceof MovePhase);
if (nextRoundIndex !== nextMoveIndex) {
user.scene.prependToPhase(user.scene.phaseQueue.splice(nextRoundIndex, 1)[0], MovePhase);
}
// Mark the corresponding Pokemon as having "joined the Round" (for doubling power later)
nextRoundPhase.pokemon.turnData.joinedRound = true;
return true;
}
}
export class VariableAtkAttr extends MoveAttr { export class VariableAtkAttr extends MoveAttr {
constructor() { constructor() {
super(); super();
@ -8960,8 +9014,9 @@ export function initMoves() {
.condition((user, target, move) => !target.turnData.acted) .condition((user, target, move) => !target.turnData.acted)
.attr(AfterYouAttr), .attr(AfterYouAttr),
new AttackMove(Moves.ROUND, Type.NORMAL, MoveCategory.SPECIAL, 60, 100, 15, -1, 0, 5) new AttackMove(Moves.ROUND, Type.NORMAL, MoveCategory.SPECIAL, 60, 100, 15, -1, 0, 5)
.soundBased() .attr(CueNextRoundAttr)
.partial(), // No effect implemented .attr(RoundPowerAttr)
.soundBased(),
new AttackMove(Moves.ECHOED_VOICE, Type.NORMAL, MoveCategory.SPECIAL, 40, 100, 15, -1, 0, 5) new AttackMove(Moves.ECHOED_VOICE, Type.NORMAL, MoveCategory.SPECIAL, 40, 100, 15, -1, 0, 5)
.attr(ConsecutiveUseMultiBasePowerAttr, 5, false) .attr(ConsecutiveUseMultiBasePowerAttr, 5, false)
.soundBased(), .soundBased(),

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@ -5194,6 +5194,7 @@ export class PokemonTurnData {
public combiningPledge?: Moves; public combiningPledge?: Moves;
public switchedInThisTurn: boolean = false; public switchedInThisTurn: boolean = false;
public failedRunAway: boolean = false; public failedRunAway: boolean = false;
public joinedRound: boolean = false;
} }
export enum AiType { export enum AiType {

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@ -0,0 +1,65 @@
import { BattlerIndex } from "#app/battle";
import { allMoves } from "#app/data/move";
import { MoveEffectPhase } from "#app/phases/move-effect-phase";
import { Abilities } from "#enums/abilities";
import { Moves } from "#enums/moves";
import { Species } from "#enums/species";
import GameManager from "#test/utils/gameManager";
import Phaser from "phaser";
import { afterEach, beforeAll, beforeEach, describe, expect, it, vi } from "vitest";
describe("Moves - Round", () => {
let phaserGame: Phaser.Game;
let game: GameManager;
beforeAll(() => {
phaserGame = new Phaser.Game({
type: Phaser.HEADLESS,
});
});
afterEach(() => {
game.phaseInterceptor.restoreOg();
});
beforeEach(() => {
game = new GameManager(phaserGame);
game.override
.moveset([ Moves.SPLASH, Moves.ROUND ])
.ability(Abilities.BALL_FETCH)
.battleType("double")
.disableCrits()
.enemySpecies(Species.MAGIKARP)
.enemyAbility(Abilities.BALL_FETCH)
.enemyMoveset([ Moves.SPLASH, Moves.ROUND ])
.startingLevel(100)
.enemyLevel(100);
});
it("should cue other instances of Round together in Speed order", async () => {
await game.classicMode.startBattle([ Species.MAGIKARP, Species.FEEBAS ]);
const round = allMoves[Moves.ROUND];
const spy = vi.spyOn(round, "calculateBattlePower");
game.move.select(Moves.ROUND, 0, BattlerIndex.ENEMY);
game.move.select(Moves.ROUND, 1, BattlerIndex.ENEMY_2);
await game.forceEnemyMove(Moves.ROUND, BattlerIndex.PLAYER);
await game.forceEnemyMove(Moves.SPLASH);
await game.setTurnOrder([ BattlerIndex.PLAYER, BattlerIndex.ENEMY_2, BattlerIndex.PLAYER_2, BattlerIndex.ENEMY ]);
const actualTurnOrder: BattlerIndex[] = [];
for (let i = 0; i < 4; i++) {
await game.phaseInterceptor.to("MoveEffectPhase", false);
actualTurnOrder.push((game.scene.getCurrentPhase() as MoveEffectPhase).getUserPokemon()!.getBattlerIndex());
await game.phaseInterceptor.to("MoveEndPhase");
}
expect(actualTurnOrder).toEqual([ BattlerIndex.PLAYER, BattlerIndex.PLAYER_2, BattlerIndex.ENEMY, BattlerIndex.ENEMY_2 ]);
const powerResults = spy.mock.results.map(result => result.value);
expect(powerResults).toEqual( [ 60, 120, 120 ]);
});
});