* Initial challenge framework
* Add type localisation
* Change how challenges are tracked
Also fixes the difficulty total text
* MVP
Renames challenge types, temporarily hides difficulty, and implements challenge saving.
* Attempt to fix one legal pokemon in a double battle
* Make monotype ignore type changing effects
* Make isOfType correctly detect normal types
* Try to fix double battles again
* Make challenge function more like classic
* Add helper function for fainted or not allowed
* Add framework for fresh start challenge and improve comments
* Try to fix evolution issues
* Make form changing items only usable from rewards screen
* Update localisation
* Additional localisation change
* Add achievements for completing challenges
* Fix initialisation bug with challenge achievements
* Add support for gamemode specific fixed battles
Also make monogen challenges face the e4 of their generation
* Add better support for mobile in challenges
* Localise illegal evolution/form change message
* Update achievement names
* Make alternate forms count for monogen
* Update monotype achievement icons
* Add more comments
* Improve comments
* Fix mid battle form changes
* Reorder mode list
* Remove currently unused localisation entry
* Add type overrides for monotype challenges
Meloetta always counts for psychic and castform always counts for normal
* Change how form changes are handled
Now attempts a switch at the start of each turn instead of immediately
* Add start button to challenge select screen
* Make starter select back out to challenge screen if using challenges
* Fix daily runs
* Update tests to new game mode logic
* refactor executed code while importing and initializing all of these in loading-scene
* reset to main
* fix server url
* added rule no-trailing-spaces
* made progress
* test somme data from a session save is working
* trying to launch a battle
* added fetch wrapper to load data locally
* trying to mockAllSettled
* pushPhase & shiftPhase
* check integrity of exported session
* set toke + loggedInUser in tests
* progress on starting new battle
* tring to test phase but it's async
* mocking fetch
* working mock fetch
* need to handle pile of data
* attempt to use real phaser classes
* reorder overrides
* refactored to use some real classes from phaser
* removed useless things
* started to work on some container mock
* finished the mockContainer time to add some logic
* some more mock containers
* removed addMethods since there is the mock classes now
* commented issues
* attempt to create mockTextureManager
* fix tests
* mockSprite & mockText
* yes but not really
* yes but not really
* fix tutorial callback
* reached mode title
* added achievement tests
* fix test achievements with current state of mock
* correct sequence loading for BattleScene with mockLoader !
* deep dive into next step
* working wait until starter selection screen
* added newGame method into wrapper
* expect to save_slot
* trying to manage pokemon sprite for getAll without success yet
* added test for egg output
* fixed egg test for June
* fix tests + locate next issue to fix
* we are in battle baby
* added new game in one-line
* export is working but export only what's in the fetch
* fix start game as guest
* refactored how we start a battle + cleanup
* overrided mewtwo but issue with currentBattle
* refactor: rename InitAchievements to initAchievements
* added missing mock method
* override level and pokemon forms working as intended
* bringToTop Obj
* remove launch battle in achivement test
* fix getIndex when same pokemon
* can run all tests
* first attack, faint, and shop modifiers, MockClock
* on method for container
* added doAttack one-liner
* one-line export data
* removed throw error
* feat: Make `scenes` property of `GameWrapper` class public
The `scenes` property of the `GameWrapper` class was changed from private to public. This change allows external access to the `scenes` map, which is used to store Phaser scenes. This modification was made to enable easier manipulation and interaction with the scenes in the game.
* correction
* removed CanvasRenderer
* added a param to remove console.log and added a param to preven scene create call
* fix encounter wave 30 when it's a trainer
* test double-battle
* test fight without KO
* test double fight no ko
* fix crashing texture + added Text wrapper to log fight
* fix tests on boss - trainer - rival
* chore: Refactor BattleScene initialization and add new phases
Refactor the BattleScene initialization code to remove unnecessary delay and improve performance. Also, add new phases for the title and unavailable states to enhance the game experience.
* rework of Game tests
* skipFn is working
* added onNextPrompt and restore Og Start
* better newGame
* added skipFN in remove
* not yet working test but updated interceptors
* do attack work but not on PostSummonPhase phase when there is mention of silcoon and wurmple
* error located, it's just a double fight, i was not there yet
* single OHKO & double no OHKO
* added expirationFn into next prompt
* all tests are passing
* working test on non damaging move from opponent
* cleaned a bit
* removed phaser initialisation on every tests
* renamed test file
* added load system data
* added some ability support
* added onKill & onSummon abilities test
* removed useless test + cleanup
* removed useless test + cleanup
* fixed tests after merge main
* added itemHeld endTurn trigger test (toxic orb)
* added runFrom..To
* added mustRun to assert currentPhase
* added no-miss move to test things
* cleaner restore mock
* fix test
* fix moxie test + game speed
* improve test speed
* added onOurself and onOpponent mvoe test
* added onDamage test for tackle
* removed timeout in intervals to run tests faster
* cleanup
* added never crit override + separate file per test + remove randomness in randBattleSeedInt
* move folders
* better org
* renamed itemHeld folder to items
* fix deploy.yml
* cleanup
* simplified the gameManager start battle and allow single pokemon in party
* remove the need of mode development
* added input handler to test inputs + remove time from phaser into inputController
* added keyboard support
* added fakeMobile support
* added details
* removed a console.log + added logUp
* move test to folder
* fixed canvas issue
* added starter select tests
* added some more test on starter-select
* added battle-order tests
* added battle-order tests
* fixing Phaser RNG
* ordering stats for better reading
* fix tests for main
* adapt battle-order test to be more readable
* fix merge
* fix some errors and silent all errors from gameWrapper since it's not possible to avoid them
* fix mocks to manage childs & stuffs
* added some docs
* fix achievement test
* removed an unused file
* separate misc tests to clean battle.test file
* added a basic french lokalization test
* added i18n where it needs to be used only
* revers extracted method
* removed unused method
* removed handler fetch since we do not test anything server related
* fix test with handlers removed
* added intrepid sword test
* fix enum exp party
---------
Co-authored-by: Frederico Santos <frederico.f.santos@tecnico.ulisboa.pt>
* Added check for move changing type before determining if defending is immune to it because of an ability
* Remove duplicate Ability change class and added getType() function under a move
* Reworking how moves get passed into hit calc
* Fixing exceptions and overreaching changes
* reverting forwarn and dancing move back to original since they are not being changed
* fixing some small move related bugs
* Fixing file permissions after testing
* Fixing move type not resetting after individual MoveEffectPhase
* Fixing move.ts permissions (again)
* Addressing some MR feedback and adding some documentation for PokemonMove class
* move PlayerGender enum into src/data/enums/player-gender.ts
this is necessary to avoid circular dependencies which did crash tests in the past (in PRs)
* Update settings.ts
* Update game-data.ts
* Update summary-ui-handler.ts
* Update ui.ts
* move Passive & GameDataType enums into own files
* Add possibility to override whole user party
* Update species overriding
* Replace SPARTER_SPECIES_OVERRIDE with array
* Replace SPARTER_SPECIES_OVERRIDE with array
* Add possibility to override species forms
* Add possibility to override species forms
* Fix eslint styling
* Add possibility to override Abilities for party
* Override status, gender, moveset
* Add possibility to override shinies
* Fix CI
* Added "Skip Dialogues" option (if at least 1 classic win)
* Removed error sound and hide option instead when classic wins = 0
* Add skip dialogues option to Unlockables and show unlocked message on first classic win
* Only skips seen dialogues, removed dialogue option from unlockables, seen dialogues get saved to local storage
* oops
* dont show charSprite when skipping a dialogue, small fixes
---------
Co-authored-by: Frederik Hobein <frederik.hobein@nterra.com>
* Fixing Liquid Ooze to turn move user and not one with the ability as well as converted strength sap to use same logic instead of making it a separate class
* Replaced "undefined" with "null"
* Updated based on feedback + fix file permissions
* Fixing file permission on battler-tags
* Adding localization for drain message
* Apparently this file is 755 unlike the others
* Removed ability for custom message in exchange for getting to pass Pokemon name
* Once again changing moves from 644 to 755 like it is in repo right now :)
* putting ability back to 755 (why are file permissions all over the place)
* add type inference to getAttrs methods and refactor accordingly
* Tests/infer types for get attrs methods (#1)
* #1633: add spec/tests for coverage
* move ability/move tests into /src/tests and rename to *.test.ts to match common naming patterns
* use None in test cases to remove ambiguity
* revert back to before test cases were merged
---------
Co-authored-by: flx-sta <50131232+flx-sta@users.noreply.github.com>
* Add Toxic Orb and Flame Orb
* Change Weighting Logic & Functions
* Adjust Party Filter during Weighting
* Add Dynamic Weight Ceilings
* Refactor for Performance/Cleanliness
* Adjust Party Filter to Check Status Applicability
* Cover Same & Different Status Cases
* Adjust Full Heal & Restore Weighting
* Cover Unwanted Status Case
* Fix Wrong Status Effect on Reload
* Transferring item does not kick out of transfer menu
* Select simultaneously the item to transfer and the quantity
* eslint fix
* eslint fix
* Reset quantity on scroll
* Documentation
* eslint fix
* Implement Triple Kick/Triple Axel/Population Bomb
* Add maximum allowed base power increments
* Add documentation
* Fix Population Bomb, Account for Skill Link
* Change multi-hit power increment behavior
* Fix Typo
* Partially implement Cheek Pouch ability
* add cheek pouch trigger to EatBerryAttr class
* Partially implement Cheek Pouch ability
* add cheek pouch trigger to EatBerryAttr class
* add cheek pouch trigger to new berry phase, remove partial tag
* run auto formatter because I forgot
* hotfix berries triggering before status effects
* Revert "hotfix berries triggering before status effects"
This reverts commit 3fbbc9a165.
* add partial tags to abilities that would be blocked by Heal Block
* Implemented Zero-To-Hero
* Zero to Hero documentation and form reset on summon
* Zero to Hero: form reset on biome/trainer
* Updated documentation on PreSwitchOutFormChangeAbAttr apply
* Faint bypass on canApplyAbility
* revert zygarde
* zero to hero post-merge
* eslint config + packages
* updated eslint config
* fix the issue eslint adding ;;;; at interfaces
* first round with eslint --fix .
* removed config for unused export
* Revert "first round with eslint --fix ."
This reverts commit 77a88e0895.
* removed config for camelCase
* for real this time, first round of eslint --fix .
* halfway to manual eslint fix
* eslint done
* added "how to setup" the hook to eslint --fix each new file before commit (if wanted)
* removed eslintrc config file duplicat
* fix human error + ignore build folder + merge overrides
* added curly brace style + eslint
* applied double quote linter rule
* added lefthook
* test precommit
* test precommit
* test precommit
* test precommit
* test precommit
* test precommit
* test precommit
* github action to run eslint
* added node_modules to ignore eslint
* different action for typescript
* no need for different glob (default src)
* node 20
* node 20
* removed no longer needed install file
* remove hooks part from README
* eslint fixes
---------
Co-authored-by: Frederico Santos <frederico.f.santos@tecnico.ulisboa.pt>
* Adds in the accuracy and evasion bypass for Mind's Eye
* Added comment to new IgnoreOpponentEvasionAbAttr class
* Added docs to apply so that it is actually complete
* Move Pokemon info screen when confirming
Prevents the yes/no confirm menu from getting in the way when the Pokemon Info screen is open when catching a new Pokemon
* Greatly sped up makeRoomForConfirmUi()
* Checks if Pokemon is Ghost type when determining if it is trapped
* Adding doc comments based on new standard
* Update ability.ts
---------
Co-authored-by: Benjamin Odom <bennybroseph@gmail.com>
* Implemented Ball Fetch
* Added once per battle condition
* Ability only functions on player side
* Update ability.ts
---------
Co-authored-by: SamuelHudson <samuel.hudson2017@gmail.com>
Co-authored-by: Benjamin Odom <bennybroseph@gmail.com>
* So currently if you meet someone with a title it only shows there name and only then the title (not like trainer classes). So i wanted to change that
* The title is not set again to its own value. It is just got differenlty for the nametag (includeTitle true)
* Added the ; as well as some comments that are hopefully helpful for others (i am terrible at writing comments)
* Forgot getTitle for comments
* Fix Entry Hazard Miss
Made Entry Hazards bypass the accuracy check as they cannot miss a target. There's still one more bug to fix with this but it requires way more code changes. This change needed to be done as well, so I'm getting it out early.
* Update move.ts
Fixed an issue where targeting the user of a Semi-Invulnerable move caused the move to cancel. These moves now miss instead.
No Guard and other accuracy locking moves still function as they were already duplicating their check in hitCheck. Fixed an issue where IGNORE_ACCURACY was checking against the current move for targets instead of Lock-On's target
* Sacrifical Moves (that dont require a target like explosion or self destruct) now also work if the target is flying, diving etc.
There is also a new catagorie of moves. "SacrificalMovesOnHit" for all moves that need to hit for them to be sacrifical like MEMENTO
* Added comments, added (what i think is TSDoc) to functions and classes. Removed empty lines i introduced
* .
* Added fixes for the Review by TempsRay.
* Added missing *
* Remove Target Requirement of SacrificialAttr
* Update move.ts
---------
Co-authored-by: Benjamin Odom <bennybroseph@gmail.com>
* Implement client session and re-implement hybrid saving (WiP)
* Fixes for hybrid saving
* Add local data clears where applicable
* Include client session ID in system update
* Change save threshold from 5 waves to 10 waves or 5 minutes
* Ability Corrosion
Implemented Corrosion Partially.
Tested against:
- Poison Powder
- Toxic
- Dire Claw
- Sludge Bomb
- Psycho Shift
They all work as expected
Missing ability Magic Bounce to test against.
* Added TSDoc Documentation
Added documentation to the new IgnoreTypeStatusEffectImunnityAbAttr and added comments to the checks for this ability attribute.
* Added More Documentation
Add comment into Phases for what sourcePokemon is for.
Renamed source to sourcePokemon onto trySetStatus and canSetStatus.
Added TSDoc head for what sourcePokemon is and anything else I am aware of what they are used for.
* Removed unfinished TSDoc
Removed TSDoc headers due to not having enough understanding to fill out all of the parameters
* Fix Formatting and Reorder Parameters
* Update arena-tag.ts
* Update phases.ts
* Update ability.ts
Added access modifiers to my class and the class I compared to.
---------
Co-authored-by: Benjamin Odom <bennybroseph@gmail.com>
* Implemented Snipe Shot and Stalwart/Propeller Tail
* Remove Testing Overrides
I don't know why these got pushed, they are in the gitignore file.
* Snipe Shot also has a high crit rate
* Add Comment
* Add TsDoc documentation to BypassRedirectAttr
* Add ability pop-up for when Propeller Tail/Stalwart proc.
* Fix Formatting
* Tab align comment
* added settings to manage how to display party experience at the end of fight
* added back stats changes support when setting is on but ignored when on skip
* removed a useless parameter
* added new level in the text
* only Lv. UP if level is greated than 200
* cleanup
* added some comment
* TSDoc comment block
* EXP_Party -> EXP_Party_Display, Only Up -> Level Up Notification
* better duration for the level up notification
* typo
Co-authored-by: Samuel H <flashfireex@gmail.com>
---------
Co-authored-by: Samuel H <flashfireex@gmail.com>
* adds frame for StatusCureAttr
* heal bell and aromatherapy functioning as intended
* refactor attr to solely handle party cure, party interaction unique enough to justify
* adds header to PartyStatusCureAttr
* code comment
* comment formatting improvement
* checks for passives as well
* code comment
* shows ability bar if immune
* implements cursed body
* 30 percent chance to proc
* check if max
* removes unimplemented tag
* bypasses faint
* un-disable message specifies pokemon name
* adds prefix to un-disable message
* space issue
* adds the ribbon asset, hooking it up
* works if override. need to add field on server side I imagine
* moves count to starterData, increments on win
* formatting
* increment works properly
* recursively check for prevolution
* cleaned up to use getRootSpeciesId()
* changes ribbon to gold medal version
* adds Akuma's ribbon achievements
* ribbons increment correctly
* missed ui handler update
* reorder achievements
* ribbon correct, vouchers not. currently investigating
* increments properly, but voucher reward phase not appearing
* some cleanup
* works great, need to better reflect who is getting ribbon in message and cry
* plays level fanfare, tabling cry for now
* reran items.bat
* Minor fixes
---------
Co-authored-by: Flashfyre <flashfireex@gmail.com>
* Fixes Struggle Softlock
Fixed an issue where moves marked as (N) would prevent you from being able to Struggle.
Also fixes messaging so that a message shows when you are out of PP, Disabled, or trying to use an unimplemented move consistently.
* Update phases.ts
Mind Blown targets all users and was triggering recoil every time it hit. Changed so that it only applies once after all targets take damage by adding a new MoveEffectTrigger, POST_TARGET. This also fixes an issue where dying to recoil stopped the rest of the damage from hitting the remaining targets.
This change also applies fixes for Steel Beam since they are have the same effect but is single target.
Also added missing messages for Damp and Recoil. All messaging is in line with Pokémon Showdown.
* abilities: implement guard dog, abilities that give intimidate immunity
* abilities: implement rattled's second effect, remove refs to mold breaker
* abilities: fix rattled not giving the attack drop still
* abilities: make ability bars pop in to some success
* abilities: implement suction cups since it has the same effect
* moves: add custom fail text, fix animation issues with Guard Dog/Roar
* abilities: manually show intimidate ability bar to prevent weirdness