full implementation of last respects and automated tests

This commit is contained in:
geeil-han 2025-01-28 15:41:39 +01:00
parent 8d11313458
commit 17161d81c6
5 changed files with 192 additions and 6 deletions

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@ -1330,13 +1330,14 @@ export default class BattleScene extends SceneBase {
}
this.executeWithSeedOffset(() => {
this.currentBattle = new Battle(this.gameMode, newWaveIndex, newBattleType, newTrainer, newDouble);
this.currentBattle = new Battle(this.gameMode, newWaveIndex, newBattleType, newTrainer, newDouble, this.currentBattle?.playerFaints, this.currentBattle?.enemyFaints);
}, newWaveIndex << 3, this.waveSeed);
this.currentBattle.incrementTurn();
if (newBattleType === BattleType.MYSTERY_ENCOUNTER) {
// Will generate the actual Mystery Encounter during NextEncounterPhase, to ensure it uses proper biome
this.currentBattle.mysteryEncounterType = mysteryEncounterType;
this.resetFaintsCount();
}
//this.pushPhase(new TrainerMessageTestPhase(this, TrainerType.RIVAL, TrainerType.RIVAL_2, TrainerType.RIVAL_3, TrainerType.RIVAL_4, TrainerType.RIVAL_5, TrainerType.RIVAL_6));
@ -1354,6 +1355,8 @@ export default class BattleScene extends SceneBase {
this.arena.updatePoolsForTimeOfDay();
}
if (resetArenaState) {
this.resetFaintsCount();
this.arena.resetArenaEffects();
playerField.forEach((pokemon) => pokemon.lapseTag(BattlerTagType.COMMANDED));
@ -1403,6 +1406,14 @@ export default class BattleScene extends SceneBase {
return this.arena;
}
/**
* resets plaer/enemyFaints count on {@linkcode currentBattle}
*/
resetFaintsCount(): void {
this.currentBattle.playerFaints = 0;
this.currentBattle.enemyFaints = 0;
}
updateFieldScale(): Promise<void> {
return new Promise(resolve => {
const fieldScale = Math.floor(Math.pow(1 / this.getField(true)

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@ -102,9 +102,9 @@ export default class Battle {
private battleSeedState: string | null = null;
public moneyScattered: number = 0;
public lastUsedPokeball: PokeballType | null = null;
/** The number of times a Pokemon on the player's side has fainted this battle */
/** The number of times a Pokemon on the player's side has fainted this arena encounter */
public playerFaints: number = 0;
/** The number of times a Pokemon on the enemy's side has fainted this battle */
/** The number of times a Pokemon on the enemy's side has fainted this arena encounter */
public enemyFaints: number = 0;
public playerFaintsHistory: FaintLogEntry[] = [];
public enemyFaintsHistory: FaintLogEntry[] = [];
@ -115,7 +115,7 @@ export default class Battle {
private rngCounter: number = 0;
constructor(gameMode: GameMode, waveIndex: number, battleType: BattleType, trainer?: Trainer, double?: boolean) {
constructor(gameMode: GameMode, waveIndex: number, battleType: BattleType, trainer?: Trainer, double?: boolean, playerFaints?: number, enemyFaints?: number) {
this.gameMode = gameMode;
this.waveIndex = waveIndex;
this.battleType = battleType;
@ -125,6 +125,8 @@ export default class Battle {
? new Array(double ? 2 : 1).fill(null).map(() => this.getLevelForWave())
: trainer?.getPartyLevels(this.waveIndex);
this.double = double ?? false;
this.playerFaints = playerFaints ?? 0;
this.enemyFaints = enemyFaints ?? 0;
}
private initBattleSpec(): void {

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@ -10898,7 +10898,6 @@ export function initMoves() {
.attr(ConfuseAttr)
.recklessMove(),
new AttackMove(Moves.LAST_RESPECTS, Type.GHOST, MoveCategory.PHYSICAL, 50, 100, 10, -1, 0, 9)
.partial() // Counter resets every wave instead of on arena reset
.attr(MovePowerMultiplierAttr, (user, target, move) => 1 + Math.min(user.isPlayer() ? globalScene.currentBattle.playerFaints : globalScene.currentBattle.enemyFaints, 100))
.makesContact(false),
new AttackMove(Moves.LUMINA_CRASH, Type.PSYCHIC, MoveCategory.SPECIAL, 80, 100, 10, 100, 0, 9)

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@ -97,7 +97,7 @@ export class FaintPhase extends PokemonPhase {
const pokemon = this.getPokemon();
// Track total times pokemon have been KO'd for supreme overlord/last respects
// Track total times pokemon have been KO'd for last respects
if (pokemon.isPlayer()) {
globalScene.currentBattle.playerFaints += 1;
globalScene.currentBattle.playerFaintsHistory.push({ pokemon: pokemon, turn: globalScene.currentBattle.turn });

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@ -0,0 +1,174 @@
import { Moves } from "#enums/moves";
import { BattlerIndex } from "#app/battle";
import { Species } from "#enums/species";
import { Abilities } from "#enums/abilities";
import GameManager from "#test/utils/gameManager";
import { allMoves } from "#app/data/move";
import { MoveEffectPhase } from "#app/phases/move-effect-phase";
import Phaser from "phaser";
import { afterEach, beforeAll, beforeEach, describe, expect, it, vi } from "vitest";
describe("Moves - Last Respects", () => {
let phaserGame: Phaser.Game;
let game: GameManager;
const move = allMoves[Moves.LAST_RESPECTS];
const basePower = move.power;
beforeAll(() => {
phaserGame = new Phaser.Game({
type: Phaser.HEADLESS,
});
});
afterEach(() => {
game.phaseInterceptor.restoreOg();
});
beforeEach(() => {
game = new GameManager(phaserGame);
game.override
.battleType("single")
.disableCrits()
.moveset([ Moves.LAST_RESPECTS, Moves.EXPLOSION ])
.ability(Abilities.BALL_FETCH)
.enemyAbility(Abilities.BALL_FETCH)
.enemySpecies(Species.MAGIKARP)
.enemyMoveset(Moves.SPLASH)
.startingLevel(1)
.enemyLevel(100);
});
it("should have 150 power if 2 allies faint before using move", async () => {
await game.startBattle([ Species.BULBASAUR, Species.CHARMANDER, Species.SQUIRTLE ]);
vi.spyOn(move, "calculateBattlePower");
/**
* Bulbasur faints once
*/
game.move.select(Moves.EXPLOSION);
await game.setTurnOrder([ BattlerIndex.PLAYER, BattlerIndex.ENEMY ]);
game.doSelectPartyPokemon(1);
await game.toNextTurn();
/**
* Charmander faints once
*/
game.move.select(Moves.EXPLOSION);
await game.setTurnOrder([ BattlerIndex.PLAYER, BattlerIndex.ENEMY ]);
game.doSelectPartyPokemon(2);
await game.toNextTurn();
game.move.select(Moves.LAST_RESPECTS);
await game.setTurnOrder([ BattlerIndex.PLAYER, BattlerIndex.ENEMY ]);
await game.phaseInterceptor.to(MoveEffectPhase);
expect(move.calculateBattlePower).toHaveReturnedWith(basePower + (2 * 50));
});
it("should have 200 power if an ally fainted twice and antoher one once", async () => {
await game.startBattle([ Species.BULBASAUR, Species.CHARMANDER, Species.SQUIRTLE ]);
vi.spyOn(move, "calculateBattlePower");
/**
* Bulbasur faints once
*/
game.move.select(Moves.EXPLOSION);
await game.setTurnOrder([ BattlerIndex.PLAYER, BattlerIndex.ENEMY ]);
game.doSelectPartyPokemon(1);
await game.toNextTurn();
/**
* Charmander faints once
*/
game.doRevivePokemon(1);
game.move.select(Moves.EXPLOSION);
await game.setTurnOrder([ BattlerIndex.PLAYER, BattlerIndex.ENEMY ]);
game.doSelectPartyPokemon(1);
await game.toNextTurn();
/**
* Bulbasur faints twice
*/
game.move.select(Moves.EXPLOSION);
await game.setTurnOrder([ BattlerIndex.PLAYER, BattlerIndex.ENEMY ]);
game.doSelectPartyPokemon(2);
await game.toNextTurn();
game.move.select(Moves.LAST_RESPECTS);
await game.setTurnOrder([ BattlerIndex.PLAYER, BattlerIndex.ENEMY ]);
await game.phaseInterceptor.to(MoveEffectPhase);
expect(move.calculateBattlePower).toHaveReturnedWith(basePower + (3 * 50));
});
/**
* The following 3 tests do not switch out Pokemon 0 after it uses Explosion.
* It should die after using Explosion and switch out to Pokemon 1.
* After switching in Pokemon 1 it uses Last Respects and the battle power is calculated.
*/
it.todo("should maintain its power during next battle if it is within the same arena encounter", async () => {
game.override
.enemySpecies(Species.MAGIKARP)
.startingWave(1)
.enemyLevel(1)
.startingLevel(100);
await game.classicMode.startBattle([ Species.BULBASAUR, Species.CHARMANDER, Species.SQUIRTLE ]);
game.move.select(Moves.EXPLOSION);
await game.setTurnOrder([ BattlerIndex.PLAYER, BattlerIndex.ENEMY ]);
game.doSelectPartyPokemon(1);
await game.toNextWave();
game.move.select(Moves.LAST_RESPECTS);
await game.setTurnOrder([ BattlerIndex.PLAYER, BattlerIndex.ENEMY ]);
await game.phaseInterceptor.to("BerryPhase", false);
expect(move.calculateBattlePower).toHaveLastReturnedWith(basePower + (1 * 50));
});
it.todo("should reset playerFaints count if we enter new trainer battle", async () => {
game.override
.enemySpecies(Species.MAGIKARP)
.startingWave(4)
.enemyLevel(1)
.startingLevel(100);
await game.classicMode.startBattle([ Species.BULBASAUR, Species.CHARMANDER, Species.SQUIRTLE ]);
game.move.select(Moves.EXPLOSION);
await game.setTurnOrder([ BattlerIndex.PLAYER, BattlerIndex.ENEMY ]);
game.doSelectPartyPokemon(1);
await game.toNextTurn();
game.move.select(Moves.LAST_RESPECTS);
await game.setTurnOrder([ BattlerIndex.PLAYER, BattlerIndex.ENEMY ]);
await game.phaseInterceptor.to("BerryPhase", false);
expect(move.calculateBattlePower).toHaveLastReturnedWith(basePower);
});
it.todo("should reset playerFaints count if we enter new biome", async () => {
game.override
.enemySpecies(Species.MAGIKARP)
.startingWave(10)
.enemyLevel(1)
.startingLevel(100);
await game.classicMode.startBattle([ Species.BULBASAUR, Species.CHARMANDER, Species.SQUIRTLE ]);
game.move.select(Moves.EXPLOSION);
await game.setTurnOrder([ BattlerIndex.PLAYER, BattlerIndex.ENEMY ]);
game.doSelectPartyPokemon(1);
await game.toNextTurn();
game.move.select(Moves.LAST_RESPECTS);
await game.setTurnOrder([ BattlerIndex.PLAYER, BattlerIndex.ENEMY ]);
await game.phaseInterceptor.to("BerryPhase", false);
expect(move.calculateBattlePower).toHaveLastReturnedWith(basePower);
});
});