[P1 Bug] Fix softlock when a phazing attack activates a reviver seed (#4654)

* [P1 Bug] Fix softlock when a phazing attack activates a reviver seed

* Polishing tests

* Change approach to respect Parting Shot's targeting

* Tests: Added checks for correct number of Pokemon on field
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PigeonBar 2024-10-13 20:08:47 -04:00 committed by GitHub
parent 8a355d500a
commit e340abe75d
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3 changed files with 80 additions and 6 deletions

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@ -5484,37 +5484,38 @@ export class ForceSwitchOutAttr extends MoveEffectAttr {
*/
const switchOutTarget = this.selfSwitch ? user : target;
if (switchOutTarget instanceof PlayerPokemon) {
// Switch out logic for the player's Pokemon
if (switchOutTarget.scene.getParty().filter((p) => p.isAllowedInBattle() && !p.isOnField()).length < 1) {
return false;
}
switchOutTarget.leaveField(this.switchType === SwitchType.SWITCH);
if (switchOutTarget.hp > 0) {
switchOutTarget.leaveField(this.switchType === SwitchType.SWITCH);
user.scene.prependToPhase(new SwitchPhase(user.scene, this.switchType, switchOutTarget.getFieldIndex(), true, true), MoveEndPhase);
return true;
}
return false;
} else if (user.scene.currentBattle.battleType !== BattleType.WILD) {
// Switch out logic for trainer battles
if (switchOutTarget.scene.getEnemyParty().filter((p) => p.isAllowedInBattle() && !p.isOnField()).length < 1) {
return false;
}
// Switch out logic for trainer battles
switchOutTarget.leaveField(this.switchType === SwitchType.SWITCH);
if (switchOutTarget.hp > 0) {
// for opponent switching out
switchOutTarget.leaveField(this.switchType === SwitchType.SWITCH);
user.scene.prependToPhase(new SwitchSummonPhase(user.scene, this.switchType, switchOutTarget.getFieldIndex(),
(user.scene.currentBattle.trainer ? user.scene.currentBattle.trainer.getNextSummonIndex((switchOutTarget as EnemyPokemon).trainerSlot) : 0),
false, false), MoveEndPhase);
}
} else {
// Switch out logic for everything else (eg: WILD battles)
if (user.scene.currentBattle.waveIndex % 10 === 0) {
return false;
}
// Switch out logic for everything else (eg: WILD battles)
switchOutTarget.leaveField(false);
if (switchOutTarget.hp) {
if (switchOutTarget.hp > 0) {
switchOutTarget.leaveField(false);
user.scene.queueMessage(i18next.t("moveTriggers:fled", { pokemonName: getPokemonNameWithAffix(switchOutTarget) }), null, true, 500);
// in double battles redirect potential moves off fled pokemon

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@ -139,4 +139,58 @@ describe("Moves - Dragon Tail", () => {
expect(enemy.isFullHp()).toBe(false);
});
it("should force a switch upon fainting an opponent normally", async () => {
game.override.startingWave(5)
.startingLevel(1000); // To make sure Dragon Tail KO's the opponent
await game.classicMode.startBattle([ Species.DRATINI ]);
game.move.select(Moves.DRAGON_TAIL);
await game.toNextTurn();
// Make sure the enemy switched to a healthy Pokemon
const enemy = game.scene.getEnemyPokemon()!;
expect(enemy).toBeDefined();
expect(enemy.isFullHp()).toBe(true);
// Make sure the enemy has a fainted Pokemon in their party and not on the field
const faintedEnemy = game.scene.getEnemyParty().find(p => !p.isAllowedInBattle());
expect(faintedEnemy).toBeDefined();
expect(game.scene.getEnemyField().length).toBe(1);
});
it("should not cause a softlock when activating an opponent trainer's reviver seed", async () => {
game.override.startingWave(5)
.enemyHeldItems([{ name: "REVIVER_SEED" }])
.startingLevel(1000); // To make sure Dragon Tail KO's the opponent
await game.classicMode.startBattle([ Species.DRATINI ]);
game.move.select(Moves.DRAGON_TAIL);
await game.toNextTurn();
// Make sure the enemy field is not empty and has a revived Pokemon
const enemy = game.scene.getEnemyPokemon()!;
expect(enemy).toBeDefined();
expect(enemy.hp).toBe(Math.floor(enemy.getMaxHp() / 2));
expect(game.scene.getEnemyField().length).toBe(1);
});
it("should not cause a softlock when activating a player's reviver seed", async () => {
game.override.startingHeldItems([{ name: "REVIVER_SEED" }])
.enemyMoveset(Moves.DRAGON_TAIL)
.enemyLevel(1000); // To make sure Dragon Tail KO's the player
await game.classicMode.startBattle([ Species.DRATINI, Species.BULBASAUR ]);
game.move.select(Moves.SPLASH);
await game.toNextTurn();
// Make sure the player's field is not empty and has a revived Pokemon
const dratini = game.scene.getPlayerPokemon()!;
expect(dratini).toBeDefined();
expect(dratini.hp).toBe(Math.floor(dratini.getMaxHp() / 2));
expect(game.scene.getPlayerField().length).toBe(1);
});
});

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@ -96,4 +96,23 @@ describe("Moves - U-turn", () => {
expect(game.scene.getEnemyPokemon()!.battleData.abilityRevealed).toBe(true); // proxy for asserting ability activated
expect(game.phaseInterceptor.log).not.toContain("SwitchSummonPhase");
}, 20000);
it("still forces a switch if u-turn KO's the opponent", async () => {
game.override.startingLevel(1000); // Ensure that U-Turn KO's the opponent
await game.classicMode.startBattle([
Species.RAICHU,
Species.SHUCKLE
]);
const enemy = game.scene.getEnemyPokemon()!;
// KO the opponent with U-Turn
game.move.select(Moves.U_TURN);
game.doSelectPartyPokemon(1);
await game.phaseInterceptor.to(TurnEndPhase);
expect(enemy.isFainted()).toBe(true);
// Check that U-Turn forced a switch
expect(game.phaseInterceptor.log).toContain("SwitchSummonPhase");
expect(game.scene.getPlayerPokemon()!.species.speciesId).toBe(Species.SHUCKLE);
});
});