Merge branch 'beta' into linger-arena-trap-fix

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NightKev 2024-11-29 14:43:39 -08:00 committed by GitHub
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17 changed files with 2204 additions and 6262 deletions

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@ -4112,9 +4112,13 @@ export class PostBattleAbAttr extends AbAttr {
}
export class PostBattleLootAbAttr extends PostBattleAbAttr {
/**
* @param args - `[0]`: boolean for if the battle ended in a victory
* @returns `true` if successful
*/
applyPostBattle(pokemon: Pokemon, passive: boolean, simulated: boolean, args: any[]): boolean {
const postBattleLoot = pokemon.scene.currentBattle.postBattleLoot;
if (!simulated && postBattleLoot.length) {
if (!simulated && postBattleLoot.length && args[0]) {
const randItem = Utils.randSeedItem(postBattleLoot);
//@ts-ignore - TODO see below
if (pokemon.scene.tryTransferHeldItemModifier(randItem, pokemon, true, 1, true, undefined, false)) { // TODO: fix. This is a promise!?
@ -4575,14 +4579,15 @@ export class MoneyAbAttr extends PostBattleAbAttr {
/**
* @param pokemon {@linkcode Pokemon} that is the user of this ability.
* @param passive N/A
* @param args N/A
* @returns true
* @param args - `[0]`: boolean for if the battle ended in a victory
* @returns `true` if successful
*/
applyPostBattle(pokemon: Pokemon, passive: boolean, simulated: boolean, args: any[]): boolean {
if (!simulated) {
if (!simulated && args[0]) {
pokemon.scene.currentBattle.moneyScattered += pokemon.scene.getWaveMoneyAmount(0.2);
return true;
}
return true;
return false;
}
}
@ -4590,13 +4595,12 @@ export class MoneyAbAttr extends PostBattleAbAttr {
* Applies a stat change after a Pokémon is summoned,
* conditioned on the presence of a specific arena tag.
*
* @extends {PostSummonStatStageChangeAbAttr}
* @extends PostSummonStatStageChangeAbAttr
*/
export class PostSummonStatStageChangeOnArenaAbAttr extends PostSummonStatStageChangeAbAttr {
/**
* The type of arena tag that conditions the stat change.
* @private
* @type {ArenaTagType}
*/
private tagType: ArenaTagType;
@ -4972,7 +4976,7 @@ class ForceSwitchOutHelper {
pokemon.scene.clearEnemyHeldItemModifiers();
if (switchOutTarget.hp) {
pokemon.scene.pushPhase(new BattleEndPhase(pokemon.scene));
pokemon.scene.pushPhase(new BattleEndPhase(pokemon.scene, false));
pokemon.scene.pushPhase(new NewBattlePhase(pokemon.scene));
}
}
@ -5930,10 +5934,10 @@ export function initAbilities() {
.attr(PostDefendStatStageChangeAbAttr, (target, user, move) => move.category !== MoveCategory.STATUS, Stat.DEF, 1),
new Ability(Abilities.WIMP_OUT, 7)
.attr(PostDamageForceSwitchAbAttr)
.edgeCase(), // Should not trigger when hurting itself in confusion
.edgeCase(), // Should not trigger when hurting itself in confusion, causes Fake Out to fail turn 1 and succeed turn 2 if pokemon is switched out before battle start via playing in Switch Mode
new Ability(Abilities.EMERGENCY_EXIT, 7)
.attr(PostDamageForceSwitchAbAttr)
.edgeCase(), // Should not trigger when hurting itself in confusion
.edgeCase(), // Should not trigger when hurting itself in confusion, causes Fake Out to fail turn 1 and succeed turn 2 if pokemon is switched out before battle start via playing in Switch Mode
new Ability(Abilities.WATER_COMPACTION, 7)
.attr(PostDefendStatStageChangeAbAttr, (target, user, move) => user.getMoveType(move) === Type.WATER && move.category !== MoveCategory.STATUS, Stat.DEF, 2),
new Ability(Abilities.MERCILESS, 7)

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@ -5967,50 +5967,97 @@ export class ForceSwitchOutAttr extends MoveEffectAttr {
* Check if Wimp Out/Emergency Exit activates due to being hit by U-turn or Volt Switch
* If it did, the user of U-turn or Volt Switch will not be switched out.
*/
if (target.getAbility().hasAttr(PostDamageForceSwitchAbAttr) &&
(move.id === Moves.U_TURN || move.id === Moves.VOLT_SWITCH || move.id === Moves.FLIP_TURN)
if (target.getAbility().hasAttr(PostDamageForceSwitchAbAttr)
&& [ Moves.U_TURN, Moves.VOLT_SWITCH, Moves.FLIP_TURN ].includes(move.id)
) {
if (this.hpDroppedBelowHalf(target)) {
return false;
}
}
// Switch out logic for the player's Pokemon
if (switchOutTarget.scene.getPlayerParty().filter((p) => p.isAllowedInBattle() && !p.isOnField()).length < 1) {
return false;
}
if (switchOutTarget.hp > 0) {
switchOutTarget.leaveField(this.switchType === SwitchType.SWITCH);
user.scene.prependToPhase(new SwitchPhase(user.scene, this.switchType, switchOutTarget.getFieldIndex(), true, true), MoveEndPhase);
return true;
if (this.switchType === SwitchType.FORCE_SWITCH) {
switchOutTarget.leaveField(true);
const slotIndex = Utils.randIntRange(user.scene.currentBattle.getBattlerCount(), user.scene.getPlayerParty().length);
user.scene.prependToPhase(
new SwitchSummonPhase(
user.scene,
this.switchType,
switchOutTarget.getFieldIndex(),
slotIndex,
false,
true
),
MoveEndPhase
);
} else {
switchOutTarget.leaveField(this.switchType === SwitchType.SWITCH);
user.scene.prependToPhase(
new SwitchPhase(
user.scene,
this.switchType,
switchOutTarget.getFieldIndex(),
true,
true
),
MoveEndPhase
);
return true;
}
}
return false;
} else if (user.scene.currentBattle.battleType !== BattleType.WILD) {
// Switch out logic for trainer battles
} else if (user.scene.currentBattle.battleType !== BattleType.WILD) { // Switch out logic for enemy trainers
if (switchOutTarget.scene.getEnemyParty().filter((p) => p.isAllowedInBattle() && !p.isOnField()).length < 1) {
return false;
}
if (switchOutTarget.hp > 0) {
// for opponent switching out
switchOutTarget.leaveField(this.switchType === SwitchType.SWITCH);
user.scene.prependToPhase(new SwitchSummonPhase(user.scene, this.switchType, switchOutTarget.getFieldIndex(),
(user.scene.currentBattle.trainer ? user.scene.currentBattle.trainer.getNextSummonIndex((switchOutTarget as EnemyPokemon).trainerSlot) : 0),
false, false), MoveEndPhase);
if (this.switchType === SwitchType.FORCE_SWITCH) {
switchOutTarget.leaveField(true);
const slotIndex = Utils.randIntRange(user.scene.currentBattle.getBattlerCount(), user.scene.getEnemyParty().length);
user.scene.prependToPhase(
new SwitchSummonPhase(
user.scene,
this.switchType,
switchOutTarget.getFieldIndex(),
slotIndex,
false,
false
),
MoveEndPhase
);
} else {
switchOutTarget.leaveField(this.switchType === SwitchType.SWITCH);
user.scene.prependToPhase(
new SwitchSummonPhase(
user.scene,
this.switchType,
switchOutTarget.getFieldIndex(),
(user.scene.currentBattle.trainer ? user.scene.currentBattle.trainer.getNextSummonIndex((switchOutTarget as EnemyPokemon).trainerSlot) : 0),
false,
false
),
MoveEndPhase
);
}
}
} else {
} else { // Switch out logic for wild pokemon
/**
* Check if Wimp Out/Emergency Exit activates due to being hit by U-turn or Volt Switch
* If it did, the user of U-turn or Volt Switch will not be switched out.
*/
if (target.getAbility().hasAttr(PostDamageForceSwitchAbAttr) &&
(move.id === Moves.U_TURN || move.id === Moves.VOLT_SWITCH) || move.id === Moves.FLIP_TURN) {
if (target.getAbility().hasAttr(PostDamageForceSwitchAbAttr)
&& [ Moves.U_TURN, Moves.VOLT_SWITCH, Moves.FLIP_TURN ].includes(move.id)
) {
if (this.hpDroppedBelowHalf(target)) {
return false;
}
}
// Switch out logic for everything else (eg: WILD battles)
if (user.scene.currentBattle.waveIndex % 10 === 0) {
return false;
}
@ -6035,7 +6082,7 @@ export class ForceSwitchOutAttr extends MoveEffectAttr {
user.scene.clearEnemyHeldItemModifiers();
if (switchOutTarget.hp) {
user.scene.pushPhase(new BattleEndPhase(user.scene));
user.scene.pushPhase(new BattleEndPhase(user.scene, false));
user.scene.pushPhase(new NewBattlePhase(user.scene));
}
}
@ -7777,11 +7824,10 @@ export function initMoves() {
.windMove(),
new AttackMove(Moves.WING_ATTACK, Type.FLYING, MoveCategory.PHYSICAL, 60, 100, 35, -1, 0, 1),
new StatusMove(Moves.WHIRLWIND, Type.NORMAL, -1, 20, -1, -6, 1)
.attr(ForceSwitchOutAttr)
.attr(ForceSwitchOutAttr, false, SwitchType.FORCE_SWITCH)
.ignoresSubstitute()
.hidesTarget()
.windMove()
.partial(), // Should force random switches
.windMove(),
new ChargingAttackMove(Moves.FLY, Type.FLYING, MoveCategory.PHYSICAL, 90, 95, 15, -1, 0, 1)
.chargeText(i18next.t("moveTriggers:flewUpHigh", { pokemonName: "{USER}" }))
.chargeAttr(SemiInvulnerableAttr, BattlerTagType.FLYING)
@ -7857,10 +7903,9 @@ export function initMoves() {
.soundBased()
.target(MoveTarget.ALL_NEAR_ENEMIES),
new StatusMove(Moves.ROAR, Type.NORMAL, -1, 20, -1, -6, 1)
.attr(ForceSwitchOutAttr)
.attr(ForceSwitchOutAttr, false, SwitchType.FORCE_SWITCH)
.soundBased()
.hidesTarget()
.partial(), // Should force random switching
.hidesTarget(),
new StatusMove(Moves.SING, Type.NORMAL, 55, 15, -1, 0, 1)
.attr(StatusEffectAttr, StatusEffect.SLEEP)
.soundBased(),
@ -9222,8 +9267,8 @@ export function initMoves() {
.attr(StatStageChangeAttr, [ Stat.ATK ], 1, true)
.attr(StatStageChangeAttr, [ Stat.SPD ], 2, true),
new AttackMove(Moves.CIRCLE_THROW, Type.FIGHTING, MoveCategory.PHYSICAL, 60, 90, 10, -1, -6, 5)
.attr(ForceSwitchOutAttr)
.partial(), // Should force random switches
.attr(ForceSwitchOutAttr, false, SwitchType.FORCE_SWITCH)
.hidesTarget(),
new AttackMove(Moves.INCINERATE, Type.FIRE, MoveCategory.SPECIAL, 60, 100, 15, -1, 0, 5)
.target(MoveTarget.ALL_NEAR_ENEMIES)
.attr(RemoveHeldItemAttr, true),
@ -9291,9 +9336,8 @@ export function initMoves() {
new AttackMove(Moves.FROST_BREATH, Type.ICE, MoveCategory.SPECIAL, 60, 90, 10, 100, 0, 5)
.attr(CritOnlyAttr),
new AttackMove(Moves.DRAGON_TAIL, Type.DRAGON, MoveCategory.PHYSICAL, 60, 90, 10, -1, -6, 5)
.attr(ForceSwitchOutAttr)
.hidesTarget()
.partial(), // Should force random switches
.attr(ForceSwitchOutAttr, false, SwitchType.FORCE_SWITCH)
.hidesTarget(),
new SelfStatusMove(Moves.WORK_UP, Type.NORMAL, -1, 30, -1, 0, 5)
.attr(StatStageChangeAttr, [ Stat.ATK, Stat.SPATK ], 1, true),
new AttackMove(Moves.ELECTROWEB, Type.ELECTRIC, MoveCategory.SPECIAL, 55, 95, 15, 100, 0, 5)

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@ -731,7 +731,7 @@ export function handleMysteryEncounterVictory(scene: BattleScene, addHealPhase:
scene.pushPhase(new MysteryEncounterRewardsPhase(scene, addHealPhase));
scene.pushPhase(new EggLapsePhase(scene));
} else if (!scene.getEnemyParty().find(p => encounter.encounterMode !== MysteryEncounterMode.TRAINER_BATTLE ? p.isOnField() : !p?.isFainted(true))) {
scene.pushPhase(new BattleEndPhase(scene));
scene.pushPhase(new BattleEndPhase(scene, true));
if (encounter.encounterMode === MysteryEncounterMode.TRAINER_BATTLE) {
scene.pushPhase(new TrainerVictoryPhase(scene));
}

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@ -10,5 +10,7 @@ export enum SwitchType {
/** Transfers stat stages and other effects from the returning Pokemon to the switched in Pokemon */
BATON_PASS,
/** Transfers the returning Pokemon's Substitute to the switched in Pokemon */
SHED_TAIL
SHED_TAIL,
/** Force switchout to a random party member */
FORCE_SWITCH,
}

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@ -52,7 +52,7 @@ export class AttemptRunPhase extends PokemonPhase {
enemyPokemon.trySetStatus(StatusEffect.FAINT);
});
this.scene.pushPhase(new BattleEndPhase(this.scene));
this.scene.pushPhase(new BattleEndPhase(this.scene, false));
this.scene.pushPhase(new NewBattlePhase(this.scene));
} else {
playerPokemon.turnData.failedRunAway = true;

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@ -8,7 +8,7 @@ export class BattleEndPhase extends BattlePhase {
/** If true, will increment battles won */
isVictory: boolean;
constructor(scene: BattleScene, isVictory: boolean = true) {
constructor(scene: BattleScene, isVictory: boolean) {
super(scene);
this.isVictory = isVictory;
@ -17,16 +17,17 @@ export class BattleEndPhase extends BattlePhase {
start() {
super.start();
this.scene.gameData.gameStats.battles++;
if (this.scene.gameMode.isEndless && this.scene.currentBattle.waveIndex + 1 > this.scene.gameData.gameStats.highestEndlessWave) {
this.scene.gameData.gameStats.highestEndlessWave = this.scene.currentBattle.waveIndex + 1;
}
if (this.isVictory) {
this.scene.currentBattle.addBattleScore(this.scene);
this.scene.gameData.gameStats.battles++;
if (this.scene.currentBattle.trainer) {
this.scene.gameData.gameStats.trainersDefeated++;
}
if (this.scene.gameMode.isEndless && this.scene.currentBattle.waveIndex + 1 > this.scene.gameData.gameStats.highestEndlessWave) {
this.scene.gameData.gameStats.highestEndlessWave = this.scene.currentBattle.waveIndex + 1;
}
}
// Endless graceful end
@ -42,7 +43,7 @@ export class BattleEndPhase extends BattlePhase {
}
for (const pokemon of this.scene.getPokemonAllowedInBattle()) {
applyPostBattleAbAttrs(PostBattleAbAttr, pokemon);
applyPostBattleAbAttrs(PostBattleAbAttr, pokemon, false, this.isVictory);
}
if (this.scene.currentBattle.moneyScattered) {

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@ -1,5 +1,5 @@
import BattleScene from "#app/battle-scene";
import { applyPreSwitchOutAbAttrs, PreSwitchOutAbAttr } from "#app/data/ability";
import { applyPreSwitchOutAbAttrs, PostDamageForceSwitchAbAttr, PreSwitchOutAbAttr } from "#app/data/ability";
import { allMoves, ForceSwitchOutAttr } from "#app/data/move";
import { getPokeballTintColor } from "#app/data/pokeball";
import { SpeciesFormChangeActiveTrigger } from "#app/data/pokemon-forms";
@ -166,10 +166,11 @@ export class SwitchSummonPhase extends SummonPhase {
const currentCommand = pokemon.scene.currentBattle.turnCommands[this.fieldIndex]?.command;
const lastPokemonIsForceSwitchedAndNotFainted = lastUsedMove?.hasAttr(ForceSwitchOutAttr) && !this.lastPokemon.isFainted();
const lastPokemonHasForceSwitchAbAttr = this.lastPokemon.hasAbilityWithAttr(PostDamageForceSwitchAbAttr) && !this.lastPokemon.isFainted();
// Compensate for turn spent summoning
// Or compensate for force switch move if switched out pokemon is not fainted
if (currentCommand === Command.POKEMON || lastPokemonIsForceSwitchedAndNotFainted) {
if (currentCommand === Command.POKEMON || lastPokemonIsForceSwitchedAndNotFainted || lastPokemonHasForceSwitchAbAttr) {
pokemon.battleSummonData.turnCount--;
pokemon.battleSummonData.waveTurnCount--;
}

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@ -41,7 +41,7 @@ export class VictoryPhase extends PokemonPhase {
}
if (!this.scene.getEnemyParty().find(p => this.scene.currentBattle.battleType === BattleType.WILD ? p.isOnField() : !p?.isFainted(true))) {
this.scene.pushPhase(new BattleEndPhase(this.scene));
this.scene.pushPhase(new BattleEndPhase(this.scene, true));
if (this.scene.currentBattle.battleType === BattleType.TRAINER) {
this.scene.pushPhase(new TrainerVictoryPhase(this.scene));
}

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@ -0,0 +1,74 @@
import type { CommandPhase } from "#app/phases/command-phase";
import { Command } from "#app/ui/command-ui-handler";
import { Abilities } from "#enums/abilities";
import { Moves } from "#enums/moves";
import { Species } from "#enums/species";
import GameManager from "#test/utils/gameManager";
import Phaser from "phaser";
import { afterEach, beforeAll, beforeEach, describe, expect, it, vi } from "vitest";
describe("Abilities - Honey Gather", () => {
let phaserGame: Phaser.Game;
let game: GameManager;
beforeAll(() => {
phaserGame = new Phaser.Game({
type: Phaser.HEADLESS,
});
});
afterEach(() => {
game.phaseInterceptor.restoreOg();
});
beforeEach(() => {
game = new GameManager(phaserGame);
game.override
.moveset([ Moves.SPLASH, Moves.ROAR, Moves.THUNDERBOLT ])
.startingLevel(100)
.ability(Abilities.HONEY_GATHER)
.passiveAbility(Abilities.RUN_AWAY)
.battleType("single")
.disableCrits()
.enemySpecies(Species.MAGIKARP)
.enemyAbility(Abilities.BALL_FETCH)
.enemyMoveset(Moves.SPLASH);
});
it("should give money when winning a battle", async () => {
await game.classicMode.startBattle([ Species.MILOTIC ]);
game.scene.money = 1000;
game.move.select(Moves.THUNDERBOLT);
await game.toNextWave();
expect(game.scene.money).toBeGreaterThan(1000);
});
it("should not give money when the enemy pokemon flees", async () => {
await game.classicMode.startBattle([ Species.MILOTIC ]);
game.scene.money = 1000;
game.move.select(Moves.ROAR);
await game.toNextTurn();
expect(game.scene.money).toBe(1000);
expect(game.scene.currentBattle.waveIndex).toBe(2);
});
it("should not give money when the player flees", async () => {
await game.classicMode.startBattle([ Species.MILOTIC ]);
game.scene.money = 1000;
// something weird is going on with the test framework, so this is required to prevent a crash
const enemy = game.scene.getEnemyPokemon()!;
vi.spyOn(enemy, "scene", "get").mockReturnValue(game.scene);
const commandPhase = game.scene.getCurrentPhase() as CommandPhase;
commandPhase.handleCommand(Command.RUN, 0);
await game.toNextTurn();
expect(game.scene.money).toBe(1000);
expect(game.scene.currentBattle.waveIndex).toBe(2);
});
});