Fixed intimidate bugs fr fr

This commit is contained in:
Bertie690 2025-08-10 23:09:11 -04:00
parent 2d6267b668
commit 018a0091f3
4 changed files with 89 additions and 28 deletions

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@ -44,6 +44,30 @@ export abstract class PhasePriorityQueue {
public clear(): void {
this.queue.splice(0, this.queue.length);
}
/**
* Attempt to remove one or more Phases from the current queue.
* @param phaseFilter - The function to select phases for removal
* @param removeCount - The maximum number of phases to remove, or `all` to remove all matching phases;
* default `1`
* @returns The number of successfully removed phases
* @todo Remove this eventually once the patchwork bug this is used for is fixed
*/
public tryRemovePhase(phaseFilter: (phase: Phase) => boolean, removeCount: number | "all" = 1): number {
if (typeof removeCount === "string") {
removeCount = Number.MAX_SAFE_INTEGER; // For the lulz
}
let numRemoved = 0;
let phaseIndex = this.queue.findIndex(phaseFilter);
if (phaseIndex === -1) {
return 0;
}
do {
this.queue.splice(phaseIndex, 1);
numRemoved++;
} while (numRemoved < removeCount || (phaseIndex = this.queue.findIndex(phaseFilter)) !== -1);
return removeCount;
}
}
/**
@ -79,6 +103,7 @@ export class PostSummonPhasePriorityQueue extends PhasePriorityQueue {
private queueAbilityPhase(phase: PostSummonPhase): void {
const phasePokemon = phase.getPokemon();
console.log(phasePokemon.getNameToRender());
phasePokemon.getAbilityPriorities().forEach((priority, idx) => {
this.queue.push(new PostSummonActivateAbilityPhase(phasePokemon.getBattlerIndex(), priority, !!idx));
globalScene.phaseManager.appendToPhase(

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@ -355,14 +355,23 @@ export class PhaseManager {
if (this.phaseQueuePrependSpliceIndex > -1) {
this.clearPhaseQueueSplice();
}
if (this.phaseQueuePrepend.length) {
while (this.phaseQueuePrepend.length) {
const poppedPhase = this.phaseQueuePrepend.pop();
if (poppedPhase) {
this.phaseQueue.unshift(poppedPhase);
}
this.phaseQueue.unshift(...this.phaseQueuePrepend);
this.phaseQueuePrepend.splice(0);
const unactivatedConditionalPhases: [() => boolean, Phase][] = [];
// Check if there are any conditional phases queued
for (const [condition, phase] of this.conditionalQueue) {
// Evaluate the condition associated with the phase
if (condition()) {
// If the condition is met, add the phase to the phase queue
this.pushPhase(phase);
} else {
// If the condition is not met, re-add the phase back to the end of the conditional queue
unactivatedConditionalPhases.push([condition, phase]);
}
}
this.conditionalQueue = unactivatedConditionalPhases;
if (!this.phaseQueue.length) {
this.populatePhaseQueue();
// Clear the conditionalQueue if there are no phases left in the phaseQueue
@ -371,24 +380,6 @@ export class PhaseManager {
this.currentPhase = this.phaseQueue.shift() ?? null;
const unactivatedConditionalPhases: [() => boolean, Phase][] = [];
// Check if there are any conditional phases queued
while (this.conditionalQueue?.length) {
// Retrieve the first conditional phase from the queue
const conditionalPhase = this.conditionalQueue.shift();
// Evaluate the condition associated with the phase
if (conditionalPhase?.[0]()) {
// If the condition is met, add the phase to the phase queue
this.pushPhase(conditionalPhase[1]);
} else if (conditionalPhase) {
// If the condition is not met, re-add the phase back to the front of the conditional queue
unactivatedConditionalPhases.push(conditionalPhase);
} else {
console.warn("condition phase is undefined/null!", conditionalPhase);
}
}
this.conditionalQueue.push(...unactivatedConditionalPhases);
if (this.currentPhase) {
console.log(`%cStart Phase ${this.currentPhase.constructor.name}`, "color:green;");
this.currentPhase.start();
@ -520,6 +511,25 @@ export class PhaseManager {
this.dynamicPhaseQueues[type].push(phase);
}
/**
* Attempt to remove one or more Phases from the given DynamicPhaseQueue, removing the equivalent amount of {@linkcode ActivatePriorityQueuePhase}s from the queue.
* @param type - The {@linkcode DynamicPhaseType} to check
* @param phaseFilter - The function to select phases for removal
* @param removeCount - The maximum number of phases to remove, or `all` to remove all matching phases;
* default `1`
* @todo Remove this eventually once the patchwork bug this is used for is fixed
*/
public tryRemoveDynamicPhase(
type: DynamicPhaseType,
phaseFilter: (phase: Phase) => boolean,
removeCount: number | "all" = 1,
): void {
const numRemoved = this.dynamicPhaseQueues[type].tryRemovePhase(phaseFilter, removeCount);
for (let x = 0; x < numRemoved; x++) {
this.tryRemovePhase(p => p.is("ActivatePriorityQueuePhase"));
}
}
/**
* Unshifts the top phase from the corresponding dynamic queue onto {@linkcode phaseQueue}
* @param type {@linkcode DynamicPhaseType} The type of dynamic phase to start

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@ -2,6 +2,7 @@ import { globalScene } from "#app/global-scene";
import { getPokemonNameWithAffix } from "#app/messages";
import { BattleStyle } from "#enums/battle-style";
import { BattlerTagType } from "#enums/battler-tag-type";
import { DynamicPhaseType } from "#enums/dynamic-phase-type";
import { SwitchType } from "#enums/switch-type";
import { UiMode } from "#enums/ui-mode";
import { BattlePhase } from "#phases/battle-phase";
@ -66,6 +67,17 @@ export class CheckSwitchPhase extends BattlePhase {
UiMode.CONFIRM,
() => {
globalScene.ui.setMode(UiMode.MESSAGE);
/*
Remove any pending `ActivatePriorityQueuePhase`s for the currently leaving Pokemon produced by the prior `SwitchSummonPhase`.
This is required to avoid triggering on-switch abilities twice on initial entrance.
TODO: Separate the animations from `SwitchSummonPhase` to another phase and call that on initial switch - this is a band-aid fix
TODO: Confirm with @emdeann what the maximum number of these things that gets unshifted can be
*/
globalScene.phaseManager.tryRemoveDynamicPhase(
DynamicPhaseType.POST_SUMMON,
p => p.is("PostSummonPhase") && p.getPokemon() === pokemon,
4,
);
globalScene.phaseManager.unshiftNew("SwitchPhase", SwitchType.INITIAL_SWITCH, this.fieldIndex, false, true);
this.end();
},

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@ -35,31 +35,45 @@ describe("Abilities - Intimidate", () => {
it("should lower all opponents' ATK by 1 stage on entry and switch", async () => {
await game.classicMode.startBattle([SpeciesId.MIGHTYENA, SpeciesId.POOCHYENA]);
const [mightyena, poochyena] = game.scene.getPlayerParty();
const enemy = game.field.getEnemyPokemon();
expect(enemy.getStatStage(Stat.ATK)).toBe(-1);
expect(mightyena).toHaveAbilityApplied(AbilityId.INTIMIDATE);
game.doSwitchPokemon(1);
await game.toNextTurn();
expect(poochyena.isActive()).toBe(true);
expect(enemy.getStatStage(Stat.ATK)).toBe(-2);
expect(poochyena).toHaveAbilityApplied(AbilityId.INTIMIDATE);
});
// TODO: This fails due to a limitation in our switching logic - the animations and field entry occur concurrently
// inside `SummonPhase`, unshifting 2 `PostSummmonPhase`s and proccing intimidate twice
it.todo("should lower all opponents' ATK by 1 stage on initial switch prompt", async () => {
it("should trigger once on initial switch prompt without cancelling opposing abilities", async () => {
await game.classicMode.runToSummon([SpeciesId.MIGHTYENA, SpeciesId.POOCHYENA]);
await game.classicMode.startBattleWithSwitch(1);
const [poochyena, mightyena] = game.scene.getPlayerField();
const [poochyena, mightyena] = game.scene.getPlayerParty();
expect(poochyena.species.speciesId).toBe(SpeciesId.POOCHYENA);
const enemy = game.field.getEnemyPokemon();
expect(enemy).toHaveStatStage(Stat.ATK, -1);
expect(poochyena).toHaveStatStage(Stat.ATK, -1);
expect(poochyena).toHaveAbilityApplied(AbilityId.INTIMIDATE);
expect(mightyena).not.toHaveAbilityApplied(AbilityId.INTIMIDATE);
});
it("should activate on reload with single party", async () => {
await game.classicMode.startBattle([SpeciesId.MIGHTYENA]);
expect(game.field.getEnemyPokemon()).toHaveStatStage(Stat.ATK, -1);
await game.reload.reloadSession();
expect(game.field.getEnemyPokemon()).toHaveStatStage(Stat.ATK, -1);
});
it("should lower ATK of all opponents in a double battle", async () => {
game.override.battleStyle("double");
await game.classicMode.startBattle([SpeciesId.MIGHTYENA]);