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[Move] Fix multi-hit moves activating type-immunity abilities multiple times (#2165)
* Force multi-hit moves to hit once if they are against an immune type * Add test for multi-hit attacks against immune types * Document MultiHitAttr * Tiny change * Wording fix * Use shortcut methods in unit tests * Fix leftover modifications from METRONOME testing * Reorganize SAP SIPPER tests * Fix extra imports
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104
src/data/move.ts
104
src/data/move.ts
@ -1540,6 +1540,14 @@ export class IncrementMovePriorityAttr extends MoveAttr {
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}
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}
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/**
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* Attribute used for attack moves that hit multiple times per use, e.g. Bullet Seed.
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*
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* Applied at the beginning of {@linkcode MoveEffectPhase}.
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*
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* @extends MoveAttr
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* @see {@linkcode apply}
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*/
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export class MultiHitAttr extends MoveAttr {
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private multiHitType: MultiHitType;
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@ -1549,43 +1557,28 @@ export class MultiHitAttr extends MoveAttr {
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this.multiHitType = multiHitType !== undefined ? multiHitType : MultiHitType._2_TO_5;
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}
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/**
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* Set the hit count of an attack based on this attribute instance's {@linkcode MultiHitType}.
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* If the target has an immunity to this attack's types, the hit count will always be 1.
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*
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* @param user {@linkcode Pokemon} that used the attack
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* @param target {@linkcode Pokemon} targeted by the attack
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* @param move {@linkcode Move} being used
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* @param args [0] {@linkcode Utils.IntegerHolder} storing the hit count of the attack
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* @returns True
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*/
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apply(user: Pokemon, target: Pokemon, move: Move, args: any[]): boolean {
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let hitTimes: integer;
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const hitType = new Utils.IntegerHolder(this.multiHitType);
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applyMoveAttrs(ChangeMultiHitTypeAttr, user, target, move, hitType);
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switch (hitType.value) {
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case MultiHitType._2_TO_5:
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{
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const rand = user.randSeedInt(16);
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const hitValue = new Utils.IntegerHolder(rand);
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applyAbAttrs(MaxMultiHitAbAttr, user, null, hitValue);
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if (hitValue.value >= 10) {
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hitTimes = 2;
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} else if (hitValue.value >= 4) {
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hitTimes = 3;
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} else if (hitValue.value >= 2) {
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hitTimes = 4;
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} else {
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hitTimes = 5;
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}
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}
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break;
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case MultiHitType._2:
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hitTimes = 2;
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break;
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case MultiHitType._3:
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hitTimes = 3;
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break;
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case MultiHitType._10:
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hitTimes = 10;
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break;
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case MultiHitType.BEAT_UP:
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const party = user.isPlayer() ? user.scene.getParty() : user.scene.getEnemyParty();
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// No status means the ally pokemon can contribute to Beat Up
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hitTimes = party.reduce((total, pokemon) => {
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return total + (pokemon.id === user.id ? 1 : pokemon?.status && pokemon.status.effect !== StatusEffect.NONE ? 0 : 1);
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}, 0);
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if (target.getAttackMoveEffectiveness(user, new PokemonMove(move.id)) === 0) {
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// If there is a type immunity, the attack will stop no matter what
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hitTimes = 1;
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} else {
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const hitType = new Utils.IntegerHolder(this.multiHitType);
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applyMoveAttrs(ChangeMultiHitTypeAttr, user, target, move, hitType);
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hitTimes = this.getHitCount(user, target);
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}
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(args[0] as Utils.IntegerHolder).value = hitTimes;
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return true;
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}
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@ -1593,6 +1586,49 @@ export class MultiHitAttr extends MoveAttr {
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getTargetBenefitScore(user: Pokemon, target: Pokemon, move: Move): number {
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return -5;
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}
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/**
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* Calculate the number of hits that an attack should have given this attribute's
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* {@linkcode MultiHitType}.
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*
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* @param user {@linkcode Pokemon} using the attack
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* @param target {@linkcode Pokemon} targeted by the attack
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* @returns The number of hits this attack should deal
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*/
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getHitCount(user: Pokemon, target: Pokemon): integer {
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switch (this.multiHitType) {
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case MultiHitType._2_TO_5:
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{
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const rand = user.randSeedInt(16);
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const hitValue = new Utils.IntegerHolder(rand);
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applyAbAttrs(MaxMultiHitAbAttr, user, null, hitValue);
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if (hitValue.value >= 10) {
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return 2;
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} else if (hitValue.value >= 4) {
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return 3;
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} else if (hitValue.value >= 2) {
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return 4;
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} else {
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return 5;
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}
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}
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case MultiHitType._2:
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return 2;
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break;
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case MultiHitType._3:
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return 3;
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break;
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case MultiHitType._10:
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return 10;
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break;
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case MultiHitType.BEAT_UP:
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const party = user.isPlayer() ? user.scene.getParty() : user.scene.getEnemyParty();
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// No status means the ally pokemon can contribute to Beat Up
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return party.reduce((total, pokemon) => {
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return total + (pokemon.id === user.id ? 1 : pokemon?.status && pokemon.status.effect !== StatusEffect.NONE ? 0 : 1);
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}, 0);
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}
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}
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}
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export class ChangeMultiHitTypeAttr extends MoveAttr {
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@ -4,13 +4,10 @@ import GameManager from "#app/test/utils/gameManager";
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import * as overrides from "#app/overrides";
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import {Species} from "#app/data/enums/species";
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import {
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CommandPhase,
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EnemyCommandPhase, MoveEndPhase, TurnEndPhase,
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MoveEndPhase, TurnEndPhase,
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} from "#app/phases";
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import {Mode} from "#app/ui/ui";
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import {Moves} from "#app/data/enums/moves";
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import {getMovePosition} from "#app/test/utils/gameManagerUtils";
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import {Command} from "#app/ui/command-ui-handler";
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import { Abilities } from "#app/data/enums/abilities.js";
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import { BattleStat } from "#app/data/battle-stat.js";
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import { TerrainType } from "#app/data/terrain.js";
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@ -50,15 +47,9 @@ describe("Abilities - Sap Sipper", () => {
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const startingOppHp = game.scene.currentBattle.enemyParty[0].hp;
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game.onNextPrompt("CommandPhase", Mode.COMMAND, () => {
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game.scene.ui.setMode(Mode.FIGHT, (game.scene.getCurrentPhase() as CommandPhase).getFieldIndex());
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});
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game.onNextPrompt("CommandPhase", Mode.FIGHT, () => {
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const movePosition = getMovePosition(game.scene, 0, moveToUse);
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(game.scene.getCurrentPhase() as CommandPhase).handleCommand(Command.FIGHT, movePosition, false);
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});
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game.doAttack(getMovePosition(game.scene, 0, moveToUse));
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await game.phaseInterceptor.runFrom(EnemyCommandPhase).to(TurnEndPhase);
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await game.phaseInterceptor.to(TurnEndPhase);
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expect(startingOppHp - game.scene.getEnemyParty()[0].hp).toBe(0);
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expect(game.scene.getEnemyParty()[0].summonData.battleStats[BattleStat.ATK]).toBe(1);
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@ -75,15 +66,9 @@ describe("Abilities - Sap Sipper", () => {
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await game.startBattle();
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game.onNextPrompt("CommandPhase", Mode.COMMAND, () => {
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game.scene.ui.setMode(Mode.FIGHT, (game.scene.getCurrentPhase() as CommandPhase).getFieldIndex());
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});
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game.onNextPrompt("CommandPhase", Mode.FIGHT, () => {
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const movePosition = getMovePosition(game.scene, 0, moveToUse);
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(game.scene.getCurrentPhase() as CommandPhase).handleCommand(Command.FIGHT, movePosition, false);
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});
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game.doAttack(getMovePosition(game.scene, 0, moveToUse));
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await game.phaseInterceptor.runFrom(EnemyCommandPhase).to(TurnEndPhase);
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await game.phaseInterceptor.to(TurnEndPhase);
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expect(game.scene.getEnemyParty()[0].status).toBeUndefined();
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expect(game.scene.getEnemyParty()[0].summonData.battleStats[BattleStat.ATK]).toBe(1);
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@ -100,21 +85,36 @@ describe("Abilities - Sap Sipper", () => {
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await game.startBattle();
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game.onNextPrompt("CommandPhase", Mode.COMMAND, () => {
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game.scene.ui.setMode(Mode.FIGHT, (game.scene.getCurrentPhase() as CommandPhase).getFieldIndex());
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});
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game.onNextPrompt("CommandPhase", Mode.FIGHT, () => {
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const movePosition = getMovePosition(game.scene, 0, moveToUse);
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(game.scene.getCurrentPhase() as CommandPhase).handleCommand(Command.FIGHT, movePosition, false);
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});
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game.doAttack(getMovePosition(game.scene, 0, moveToUse));
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await game.phaseInterceptor.runFrom(EnemyCommandPhase).to(TurnEndPhase);
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await game.phaseInterceptor.to(TurnEndPhase);
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expect(game.scene.arena.terrain).toBeDefined();
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expect(game.scene.arena.terrain.terrainType).toBe(TerrainType.GRASSY);
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expect(game.scene.getEnemyParty()[0].summonData.battleStats[BattleStat.ATK]).toBe(0);
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});
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it("activate once against multi-hit grass attacks", async() => {
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const moveToUse = Moves.BULLET_SEED;
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const enemyAbility = Abilities.SAP_SIPPER;
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vi.spyOn(overrides, "MOVESET_OVERRIDE", "get").mockReturnValue([moveToUse]);
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vi.spyOn(overrides, "OPP_MOVESET_OVERRIDE", "get").mockReturnValue([Moves.SPLASH, Moves.NONE, Moves.NONE, Moves.NONE]);
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vi.spyOn(overrides, "OPP_SPECIES_OVERRIDE", "get").mockReturnValue(Species.RATTATA);
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vi.spyOn(overrides, "OPP_ABILITY_OVERRIDE", "get").mockReturnValue(enemyAbility);
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await game.startBattle();
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const startingOppHp = game.scene.currentBattle.enemyParty[0].hp;
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game.doAttack(getMovePosition(game.scene, 0, moveToUse));
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await game.phaseInterceptor.to(TurnEndPhase);
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expect(startingOppHp - game.scene.getEnemyParty()[0].hp).toBe(0);
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expect(game.scene.getEnemyParty()[0].summonData.battleStats[BattleStat.ATK]).toBe(1);
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});
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it("do not activate against status moves that target the user", async() => {
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const moveToUse = Moves.SPIKY_SHIELD;
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const ability = Abilities.SAP_SIPPER;
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@ -138,4 +138,29 @@ describe("Abilities - Sap Sipper", () => {
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expect(game.scene.getParty()[0].summonData.battleStats[BattleStat.ATK]).toBe(0);
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expect(game.phaseInterceptor.log).not.toContain("ShowAbilityPhase");
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});
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/*
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// TODO Add METRONOME outcome override
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// To run this testcase, manually modify the METRONOME move to always give SAP_SIPPER, then uncomment
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it("activate once against multi-hit grass attacks (metronome)", async() => {
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const moveToUse = Moves.METRONOME;
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const enemyAbility = Abilities.SAP_SIPPER;
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vi.spyOn(overrides, "MOVESET_OVERRIDE", "get").mockReturnValue([moveToUse]);
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vi.spyOn(overrides, "OPP_MOVESET_OVERRIDE", "get").mockReturnValue([Moves.SPLASH, Moves.NONE, Moves.NONE, Moves.NONE]);
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vi.spyOn(overrides, "OPP_SPECIES_OVERRIDE", "get").mockReturnValue(Species.RATTATA);
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vi.spyOn(overrides, "OPP_ABILITY_OVERRIDE", "get").mockReturnValue(enemyAbility);
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await game.startBattle();
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const startingOppHp = game.scene.currentBattle.enemyParty[0].hp;
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game.doAttack(getMovePosition(game.scene, 0, moveToUse));
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await game.phaseInterceptor.to(TurnEndPhase);
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expect(startingOppHp - game.scene.getEnemyParty()[0].hp).toBe(0);
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expect(game.scene.getEnemyParty()[0].summonData.battleStats[BattleStat.ATK]).toBe(1);
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});
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*/
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});
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