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* Add charge move classes and phase * Integrate `MoveChargePhase` in battle phase sequence * Fix Protean + charge move interaction * Fix effect chance applying to semi-invulnerability * Remove `ChargeAttr` and fix ChargeAnim loading * Restore move history entry for charge phases * Gravity now cancels Fly, etc. after charge turn * Dig integration tests * Fly integration tests * Dive integration test + fix Dive in Harsh Sun bug * Solar Beam integration tests + `CHARGING` tag fixes * Fix dive test * Electro Shot integration tests * fix import in MoveChargePhase * Electro Shot Multi Lens test * Geomancy integration tests * Fix duplicate move queue * Update import * Docs + Fix Meteor Beam being boosted by Sheer Force * Fix volt absorb test * Apply PigeonBar's suggested move-phase changes Co-authored-by: PigeonBar <56974298+PigeonBar@users.noreply.github.com> * Make Electro Shot Sheer Force boosted again * Apply PigeonBar's feedback pt. 2 * Apply suggestions from code review Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Fix mistimed/dupe showMoveText and leftover TODO --------- Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> Co-authored-by: PigeonBar <56974298+PigeonBar@users.noreply.github.com>
115 lines
4.2 KiB
TypeScript
115 lines
4.2 KiB
TypeScript
import { BattlerIndex } from "#app/battle";
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import { allMoves } from "#app/data/move";
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import { Abilities } from "#enums/abilities";
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import { BattlerTagType } from "#enums/battler-tag-type";
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import { Moves } from "#enums/moves";
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import { Species } from "#enums/species";
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import { StatusEffect } from "#enums/status-effect";
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import { MoveResult } from "#app/field/pokemon";
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import { describe, beforeAll, afterEach, beforeEach, it, expect } from "vitest";
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import GameManager from "#test/utils/gameManager";
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describe("Moves - Dig", () => {
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let phaserGame: Phaser.Game;
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let game: GameManager;
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beforeAll(() => {
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phaserGame = new Phaser.Game({
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type: Phaser.HEADLESS,
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});
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});
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afterEach(() => {
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game.phaseInterceptor.restoreOg();
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});
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beforeEach(() => {
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game = new GameManager(phaserGame);
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game.override
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.moveset(Moves.DIG)
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.battleType("single")
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.startingLevel(100)
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.enemySpecies(Species.SNORLAX)
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.enemyLevel(100)
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.enemyAbility(Abilities.BALL_FETCH)
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.enemyMoveset(Moves.TACKLE);
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});
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it("should make the user semi-invulnerable, then attack over 2 turns", async () => {
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await game.classicMode.startBattle([ Species.MAGIKARP ]);
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const playerPokemon = game.scene.getPlayerPokemon()!;
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const enemyPokemon = game.scene.getEnemyPokemon()!;
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game.move.select(Moves.DIG);
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await game.phaseInterceptor.to("TurnEndPhase");
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expect(playerPokemon.getTag(BattlerTagType.UNDERGROUND)).toBeDefined();
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expect(enemyPokemon.getLastXMoves(1)[0].result).toBe(MoveResult.MISS);
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expect(playerPokemon.hp).toBe(playerPokemon.getMaxHp());
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expect(enemyPokemon.hp).toBe(enemyPokemon.getMaxHp());
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expect(playerPokemon.getMoveQueue()[0].move).toBe(Moves.DIG);
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await game.phaseInterceptor.to("TurnEndPhase");
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expect(playerPokemon.getTag(BattlerTagType.UNDERGROUND)).toBeUndefined();
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expect(enemyPokemon.hp).toBeLessThan(enemyPokemon.getMaxHp());
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expect(playerPokemon.getMoveHistory()).toHaveLength(2);
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const playerDig = playerPokemon.getMoveset().find(mv => mv && mv.moveId === Moves.DIG);
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expect(playerDig?.ppUsed).toBe(1);
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});
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it("should not allow the user to evade attacks from Pokemon with No Guard", async () => {
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game.override.enemyAbility(Abilities.NO_GUARD);
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await game.classicMode.startBattle([ Species.MAGIKARP ]);
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const playerPokemon = game.scene.getPlayerPokemon()!;
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const enemyPokemon = game.scene.getEnemyPokemon()!;
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game.move.select(Moves.DIG);
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await game.phaseInterceptor.to("TurnEndPhase");
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expect(playerPokemon.hp).toBeLessThan(playerPokemon.getMaxHp());
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expect(enemyPokemon.getLastXMoves(1)[0].result).toBe(MoveResult.SUCCESS);
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});
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it("should not expend PP when the attack phase is cancelled", async () => {
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game.override
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.enemyAbility(Abilities.NO_GUARD)
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.enemyMoveset(Moves.SPORE);
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await game.classicMode.startBattle([ Species.MAGIKARP ]);
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const playerPokemon = game.scene.getPlayerPokemon()!;
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game.move.select(Moves.DIG);
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await game.phaseInterceptor.to("TurnEndPhase");
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expect(playerPokemon.getTag(BattlerTagType.UNDERGROUND)).toBeUndefined();
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expect(playerPokemon.status?.effect).toBe(StatusEffect.SLEEP);
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const playerDig = playerPokemon.getMoveset().find(mv => mv && mv.moveId === Moves.DIG);
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expect(playerDig?.ppUsed).toBe(0);
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});
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it("should cause the user to take double damage from Earthquake", async () => {
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await game.classicMode.startBattle([ Species.DONDOZO ]);
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const playerPokemon = game.scene.getPlayerPokemon()!;
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const enemyPokemon = game.scene.getEnemyPokemon()!;
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const preDigEarthquakeDmg = playerPokemon.getAttackDamage(enemyPokemon, allMoves[Moves.EARTHQUAKE]).damage;
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game.move.select(Moves.DIG);
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await game.setTurnOrder([ BattlerIndex.PLAYER, BattlerIndex.ENEMY ]);
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await game.phaseInterceptor.to("MoveEffectPhase");
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const postDigEarthquakeDmg = playerPokemon.getAttackDamage(enemyPokemon, allMoves[Moves.EARTHQUAKE]).damage;
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// these hopefully get avoid rounding errors :shrug:
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expect(postDigEarthquakeDmg).toBeGreaterThanOrEqual(2 * preDigEarthquakeDmg);
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expect(postDigEarthquakeDmg).toBeLessThan(2 * (preDigEarthquakeDmg + 1));
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});
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});
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