import { BattlerIndex } from "#app/battle"; import { Moves } from "#app/enums/moves"; import { CommandPhase } from "#app/phases/command-phase"; import { MoveEffectPhase } from "#app/phases/move-effect-phase"; import { Command } from "#app/ui/command-ui-handler"; import { Mode } from "#app/ui/ui"; import { vi } from "vitest"; import { getMovePosition } from "../gameManagerUtils"; import { GameManagerHelper } from "./gameManagerHelper"; /** * Helper to handle a Pokemon's move */ export class MoveHelper extends GameManagerHelper { /** * Intercepts {@linkcode MoveEffectPhase} and mocks the * {@linkcode MoveEffectPhase.hitCheck | hitCheck}'s return value to `true`. * Used to force a move to hit. */ async forceHit(): Promise { await this.game.phaseInterceptor.to(MoveEffectPhase, false); vi.spyOn(this.game.scene.getCurrentPhase() as MoveEffectPhase, "hitCheck").mockReturnValue(true); } /** * Intercepts {@linkcode MoveEffectPhase} and mocks the * {@linkcode MoveEffectPhase.hitCheck | hitCheck}'s return value to `false`. * Used to force a move to miss. * @param firstTargetOnly Whether the move should force miss on the first target only, in the case of multi-target moves. */ async forceMiss(firstTargetOnly: boolean = false): Promise { await this.game.phaseInterceptor.to(MoveEffectPhase, false); const hitCheck = vi.spyOn(this.game.scene.getCurrentPhase() as MoveEffectPhase, "hitCheck"); if (firstTargetOnly) { hitCheck.mockReturnValueOnce(false); } else { hitCheck.mockReturnValue(false); } } /** * Select the move to be used by the given Pokemon(-index). Triggers during the next {@linkcode CommandPhase} * @param move the move to use * @param pkmIndex the pokemon index. Relevant for double-battles only (defaults to 0) * @param targetIndex The {@linkcode BattlerIndex} of the Pokemon to target for single-target moves, or `null` if a manual call to `selectTarget()` is required */ select(move: Moves, pkmIndex: 0 | 1 = 0, targetIndex?: BattlerIndex | null) { const movePosition = getMovePosition(this.game.scene, pkmIndex, move); this.game.onNextPrompt("CommandPhase", Mode.COMMAND, () => { this.game.scene.ui.setMode(Mode.FIGHT, (this.game.scene.getCurrentPhase() as CommandPhase).getFieldIndex()); }); this.game.onNextPrompt("CommandPhase", Mode.FIGHT, () => { (this.game.scene.getCurrentPhase() as CommandPhase).handleCommand(Command.FIGHT, movePosition, false); }); if (targetIndex !== null) { this.game.selectTarget(movePosition, targetIndex); } } }