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Removed near-unused learn move macro
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@ -326,23 +326,21 @@ describe("Moves - Instruct", () => {
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});
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it("should not repeat move since forgotten by target", async () => {
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game.override.enemyLevel(5).xpMultiplier(0).enemySpecies(Species.WURMPLE).enemyMoveset(Moves.INSTRUCT);
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game.override.enemyMoveset(Moves.INSTRUCT);
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await game.classicMode.startBattle([Species.REGIELEKI]);
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const regieleki = game.scene.getPlayerPokemon()!;
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// fill out moveset with random moves
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game.move.changeMoveset(regieleki, [Moves.ELECTRO_DRIFT, Moves.SPLASH, Moves.ICE_BEAM, Moves.ANCIENT_POWER]);
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game.move.select(Moves.ELECTRO_DRIFT);
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await game.setTurnOrder([BattlerIndex.PLAYER, BattlerIndex.ENEMY]);
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await game.phaseInterceptor.to("FaintPhase");
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await game.move.learnMove(Moves.ELECTROWEB);
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await game.toNextWave();
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regieleki.pushMoveHistory({
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move: Moves.ELECTRO_DRIFT,
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targets: [BattlerIndex.PLAYER],
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result: MoveResult.SUCCESS,
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virtual: false,
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});
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game.move.select(Moves.SPLASH);
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await game.setTurnOrder([BattlerIndex.ENEMY, BattlerIndex.PLAYER]);
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await game.phaseInterceptor.to("TurnEndPhase", false);
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expect(game.scene.getEnemyField()[0].getLastXMoves()[0].result).toBe(MoveResult.FAIL);
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await game.toEndOfTurn();
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expect(game.field.getEnemyPokemon().getLastXMoves()[0].result).toBe(MoveResult.FAIL);
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});
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it("should disregard priority of instructed move on use", async () => {
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@ -56,9 +56,7 @@ describe("Learn Move Phase", () => {
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game.scene.ui.processInput(Button.ACTION);
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});
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game.onNextPrompt("LearnMovePhase", UiMode.SUMMARY, () => {
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for (let x = 0; x < moveSlotNum; x++) {
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game.scene.ui.processInput(Button.DOWN);
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}
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game.scene.ui.setCursor(moveSlotNum);
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game.scene.ui.processInput(Button.ACTION);
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});
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await game.phaseInterceptor.to(LearnMovePhase);
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@ -88,9 +86,7 @@ describe("Learn Move Phase", () => {
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game.scene.ui.processInput(Button.ACTION);
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});
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game.onNextPrompt("LearnMovePhase", UiMode.SUMMARY, () => {
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for (let x = 0; x < 4; x++) {
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game.scene.ui.processInput(Button.DOWN); // moves down 4 times to the 5th move slot
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}
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game.scene.ui.setCursor(4);
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game.scene.ui.processInput(Button.ACTION);
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});
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game.onNextPrompt("LearnMovePhase", UiMode.CONFIRM, () => {
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@ -102,64 +98,4 @@ describe("Learn Move Phase", () => {
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expect(bulbasaur.level).toBeGreaterThanOrEqual(levelReq);
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expect(bulbasaur.getMoveset().map(m => m?.moveId)).toEqual(prevMoveset);
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});
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it("macro should add moves in free slots normally", async () => {
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await game.classicMode.startBattle([Species.BULBASAUR]);
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const bulbasaur = game.scene.getPlayerPokemon()!;
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game.move.changeMoveset(bulbasaur, [Moves.SPLASH, Moves.ABSORB, Moves.ACID]);
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game.move.select(Moves.SPLASH);
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await game.move.learnMove(Moves.SACRED_FIRE, 0, 1);
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expect(bulbasaur.getMoveset().map(m => m?.moveId)).toEqual([
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Moves.SPLASH,
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Moves.ABSORB,
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Moves.ACID,
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Moves.SACRED_FIRE,
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]);
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});
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it("macro should replace moves", async () => {
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await game.classicMode.startBattle([Species.BULBASAUR]);
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const bulbasaur = game.scene.getPlayerPokemon()!;
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game.move.changeMoveset(bulbasaur, [Moves.SPLASH, Moves.ABSORB, Moves.ACID, Moves.VINE_WHIP]);
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game.move.select(Moves.SPLASH);
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await game.move.learnMove(Moves.SACRED_FIRE, 0, 1);
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expect(bulbasaur.getMoveset().map(m => m?.moveId)).toEqual([
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Moves.SPLASH,
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Moves.SACRED_FIRE,
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Moves.ACID,
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Moves.VINE_WHIP,
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]);
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});
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it("macro should allow for cancelling move learning", async () => {
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await game.classicMode.startBattle([Species.BULBASAUR]);
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const bulbasaur = game.scene.getPlayerPokemon()!;
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game.move.changeMoveset(bulbasaur, [Moves.SPLASH, Moves.ABSORB, Moves.ACID, Moves.VINE_WHIP]);
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game.move.select(Moves.SPLASH);
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await game.move.learnMove(Moves.SACRED_FIRE, 0, 4);
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expect(bulbasaur.getMoveset().map(m => m?.moveId)).toEqual([
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Moves.SPLASH,
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Moves.ABSORB,
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Moves.ACID,
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Moves.VINE_WHIP,
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]);
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});
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it("macro works on off-field party members", async () => {
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await game.classicMode.startBattle([Species.BULBASAUR, Species.SQUIRTLE]);
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const squirtle = game.scene.getPlayerParty()[1]!;
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game.move.changeMoveset(squirtle, [Moves.SPLASH, Moves.WATER_GUN, Moves.FREEZE_DRY, Moves.GROWL]);
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game.move.select(Moves.TACKLE);
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await game.move.learnMove(Moves.SHELL_SMASH, 1, 0);
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expect(squirtle.getMoveset().map(m => m?.moveId)).toEqual([
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Moves.SHELL_SMASH,
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Moves.WATER_GUN,
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Moves.FREEZE_DRY,
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Moves.GROWL,
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]);
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});
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});
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@ -1,12 +1,10 @@
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import type { BattlerIndex } from "#app/battle";
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import { getMoveTargets } from "#app/data/moves/move";
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import { Button } from "#app/enums/buttons";
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import type Pokemon from "#app/field/pokemon";
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import { PokemonMove } from "#app/field/pokemon";
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import Overrides from "#app/overrides";
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import type { CommandPhase } from "#app/phases/command-phase";
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import type { EnemyCommandPhase } from "#app/phases/enemy-command-phase";
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import { LearnMovePhase } from "#app/phases/learn-move-phase";
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import { MoveEffectPhase } from "#app/phases/move-effect-phase";
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import { Command } from "#app/ui/command-ui-handler";
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import { Moves } from "#enums/moves";
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@ -233,39 +231,4 @@ export class MoveHelper extends GameManagerHelper {
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*/
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await this.game.phaseInterceptor.to("EnemyCommandPhase");
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}
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/**
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* Simulates learning a move for a player pokemon.
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* @param move The {@linkcode Moves} being learnt
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* @param partyIndex The party position of the {@linkcode PlayerPokemon} learning the move (defaults to 0)
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* @param moveSlotIndex The INDEX (0-4) of the move slot to replace if existent move slots are full;
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* defaults to 0 (first slot) and 4 aborts the procedure
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* @returns a promise that resolves once the move has been successfully learnt
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*/
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public async learnMove(move: Moves | number, partyIndex = 0, moveSlotIndex = 0) {
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return new Promise<void>(async (resolve, reject) => {
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this.game.scene.pushPhase(new LearnMovePhase(partyIndex, move));
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// if slots are full, queue up inputs to replace existing moves
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if (this.game.scene.getPlayerParty()[partyIndex].moveset.filter(m => m).length === 4) {
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this.game.onNextPrompt("LearnMovePhase", UiMode.CONFIRM, () => {
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this.game.scene.ui.processInput(Button.ACTION); // "Should a move be forgotten and replaced with XXX?"
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});
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this.game.onNextPrompt("LearnMovePhase", UiMode.SUMMARY, () => {
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for (let x = 0; x < (moveSlotIndex ?? 0); x++) {
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this.game.scene.ui.processInput(Button.DOWN); // Scrolling in summary pane to move position
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}
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this.game.scene.ui.processInput(Button.ACTION);
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if (moveSlotIndex === 4) {
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this.game.onNextPrompt("LearnMovePhase", UiMode.CONFIRM, () => {
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this.game.scene.ui.processInput(Button.ACTION); // "Give up on learning XXX?"
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});
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}
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});
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}
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await this.game.phaseInterceptor.to(LearnMovePhase).catch(e => reject(e));
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resolve();
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});
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}
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}
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