Fixed things

This commit is contained in:
Bertie690 2024-12-31 16:04:48 -05:00
parent 218fd487e8
commit 1f418c9d90
4 changed files with 49 additions and 38 deletions

View File

@ -1823,7 +1823,7 @@ export default class BattleScene extends SceneBase {
this.currentBattle.battleScore += Math.ceil(scoreIncrease);
}
getMaxExpLevel(ignoreLevelCap?: boolean): integer {
getMaxExpLevel(ignoreLevelCap: boolean = false): integer {
if (Overrides.LEVEL_CAP_OVERRIDE > 0) {
return Overrides.LEVEL_CAP_OVERRIDE;
} else if (ignoreLevelCap || Overrides.LEVEL_CAP_OVERRIDE < 0) {

View File

@ -2383,7 +2383,7 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
* @param exp The amount of experience to add
* @param ignoreLevelCap Whether to ignore level caps when adding experience (defaults to false)
*/
addExp(exp: integer, ignoreLevelCap?: boolean) {
addExp(exp: integer, ignoreLevelCap: boolean = false) {
const maxExpLevel = this.scene.getMaxExpLevel(ignoreLevelCap);
const initialExp = this.exp;
this.exp += exp;

View File

@ -42,12 +42,12 @@ describe("Learn Move Phase", () => {
});
it("If a pokemon has 4 move slots filled, the chosen move will be deleted and replaced", async () => {
await game.classicMode.startBattle([ Species.GALAR_MR_MIME ]); // many level up moves
const mrMime = game.scene.getPlayerPokemon()!;
await game.classicMode.startBattle([ Species.BULBASAUR ]);
const bulbasaur = game.scene.getPlayerPokemon()!;
const prevMoveset = [ Moves.SPLASH, Moves.ABSORB, Moves.ACID, Moves.VINE_WHIP ];
const moveSlotNum = 3;
game.move.changeMoveset(mrMime, prevMoveset);
game.move.changeMoveset(bulbasaur, prevMoveset);
game.move.select(Moves.SPLASH);
await game.doKillOpponents();
@ -63,23 +63,23 @@ describe("Learn Move Phase", () => {
});
await game.phaseInterceptor.to(LearnMovePhase);
const levelMove = mrMime.getLevelMoves(5)[0];
const levelMove = bulbasaur.getLevelMoves(5)[0];
const levelReq = levelMove[0];
const levelMoveId = levelMove[1];
expect(mrMime.level).toBeGreaterThanOrEqual(levelReq);
expect(bulbasaur.level).toBeGreaterThanOrEqual(levelReq);
// Check each of mr mime's moveslots to make sure the changed move (and ONLY the changed move) is different
mrMime.getMoveset().forEach((move, index) => {
bulbasaur.getMoveset().forEach((move, index) => {
const expectedMove: Moves = (index === moveSlotNum ? levelMoveId : prevMoveset[index]);
expect(move?.moveId).toBe(expectedMove);
});
});
it("selecting the newly deleted move will reject it and keep old moveset", async () => {
await game.classicMode.startBattle([ Species.GALAR_MR_MIME ]); // many level up moves
const mrMime = game.scene.getPlayerPokemon()!;
await game.classicMode.startBattle([ Species.BULBASAUR ]);
const bulbasaur = game.scene.getPlayerPokemon()!;
const prevMoveset = [ Moves.SPLASH, Moves.ABSORB, Moves.ACID, Moves.VINE_WHIP ];
game.move.changeMoveset(mrMime, [ Moves.SPLASH, Moves.ABSORB, Moves.ACID, Moves.VINE_WHIP ]);
game.move.changeMoveset(bulbasaur, [ Moves.SPLASH, Moves.ABSORB, Moves.ACID, Moves.VINE_WHIP ]);
game.move.select(Moves.SPLASH);
await game.doKillOpponents();
@ -98,38 +98,52 @@ describe("Learn Move Phase", () => {
});
await game.phaseInterceptor.to(LearnMovePhase);
const levelReq = mrMime.getLevelMoves(5)[0][0];
expect(mrMime.level).toBeGreaterThanOrEqual(levelReq);
expect(mrMime.getMoveset()).toEqual(prevMoveset);
const levelReq = bulbasaur.getLevelMoves(5)[0][0];
expect(bulbasaur.level).toBeGreaterThanOrEqual(levelReq);
expect(bulbasaur.getMoveset().map(m => m?.moveId)).toEqual(prevMoveset);
});
it("macro should add moves in free slots normally", async () => {
await game.classicMode.startBattle([ Species.GALAR_MR_MIME ]);
const mrMime = game.scene.getPlayerPokemon()!;
await game.classicMode.startBattle([ Species.BULBASAUR ]);
const bulbasaur = game.scene.getPlayerPokemon()!;
game.move.changeMoveset(mrMime, [ Moves.SPLASH, Moves.ABSORB, Moves.ACID ]);
game.move.changeMoveset(bulbasaur, [ Moves.SPLASH, Moves.ABSORB, Moves.ACID ]);
game.move.select(Moves.SPLASH);
await game.move.learnMove(Moves.SACRED_FIRE, 0, 1);
expect(mrMime.getMoveset()).toEqual([ Moves.SPLASH, Moves.ABSORB, Moves.ACID, Moves.SACRED_FIRE ]);
expect(bulbasaur.getMoveset().map(m => m?.moveId)).toEqual([ Moves.SPLASH, Moves.ABSORB, Moves.ACID, Moves.SACRED_FIRE ]);
});
it("macro should replace moves", async () => {
await game.classicMode.startBattle([ Species.GALAR_MR_MIME ]);
const mrMime = game.scene.getPlayerPokemon()!;
await game.classicMode.startBattle([ Species.BULBASAUR ]);
const bulbasaur = game.scene.getPlayerPokemon()!;
game.move.changeMoveset(mrMime, [ Moves.SPLASH, Moves.ABSORB, Moves.ACID, Moves.VINE_WHIP ]);
await game.move.learnMove(Moves.SACRED_FIRE, 0, 3);
expect(mrMime.getMoveset()).toEqual([ Moves.SPLASH, Moves.ABSORB, Moves.SACRED_FIRE, Moves.VINE_WHIP ]);
game.move.changeMoveset(bulbasaur, [ Moves.SPLASH, Moves.ABSORB, Moves.ACID, Moves.VINE_WHIP ]);
game.move.select(Moves.SPLASH);
await game.move.learnMove(Moves.SACRED_FIRE, 0, 1);
expect(bulbasaur.getMoveset().map(m => m?.moveId)).toEqual([ Moves.SPLASH, Moves.SACRED_FIRE, Moves.ACID, Moves.VINE_WHIP ]);
});
it("macro should cancel move learning", async () => {
await game.classicMode.startBattle([ Species.GALAR_MR_MIME ]);
const mrMime = game.scene.getPlayerPokemon()!;
it("macro should allow for cancelling move learning", async () => {
await game.classicMode.startBattle([ Species.BULBASAUR ]);
const bulbasaur = game.scene.getPlayerPokemon()!;
game.move.changeMoveset(mrMime, [ Moves.SPLASH, Moves.ABSORB, Moves.ACID, Moves.VINE_WHIP ]);
game.move.changeMoveset(bulbasaur, [ Moves.SPLASH, Moves.ABSORB, Moves.ACID, Moves.VINE_WHIP ]);
game.move.select(Moves.SPLASH);
await game.move.learnMove(Moves.SACRED_FIRE, 0, 4);
expect(mrMime.getMoveset()).toEqual([ Moves.SPLASH, Moves.ABSORB, Moves.ACID, Moves.VINE_WHIP ]);
expect(bulbasaur.getMoveset().map(m => m?.moveId)).toEqual([ Moves.SPLASH, Moves.ABSORB, Moves.ACID, Moves.VINE_WHIP ]);
});
it("macro works on off-field party members", async () => {
await game.classicMode.startBattle([ Species.BULBASAUR, Species.SQUIRTLE ]);
const squirtle = game.scene.getPlayerParty()[1]!;
game.move.changeMoveset(squirtle, [ Moves.SPLASH, Moves.WATER_GUN, Moves.FREEZE_DRY, Moves.GROWL ]);
game.move.select(Moves.TACKLE);
await game.move.learnMove(Moves.SHELL_SMASH, 1, 0);
expect(squirtle.getMoveset().map(m => m?.moveId)).toEqual([ Moves.SHELL_SMASH, Moves.WATER_GUN, Moves.FREEZE_DRY, Moves.GROWL ]);
});

View File

@ -98,30 +98,27 @@ export class MoveHelper extends GameManagerHelper {
* Simulates learning a move for a player pokemon.
* @param move The {@linkcode Moves} being learnt
* @param partyIndex The party position of the {@linkcode PlayerPokemon} learning the move (defaults to 0)
* @param slot The move slot index (0-4) to replace if existent move slots are full;
* @param moveSlotIndex The INDEX (0-4) of the move slot to replace if existent move slots are full;
* defaults to 0 (first slot) and 4 aborts the procedure
* @returns a promise that resolves once the move has been successfully learnt
*/
public async learnMove(move: Moves, partyIndex?: number, slot?: integer) {
public async learnMove(move: Moves | integer, partyIndex: integer = 0, moveSlotIndex: integer = 0) {
return new Promise<void>(async (resolve, reject) => {
if (partyIndex === undefined || partyIndex >= this.game.scene.getPlayerParty().length) {
partyIndex = 0;
}
this.game.scene.pushPhase(new LearnMovePhase(this.game.scene, partyIndex, move));
// if slots are full, queue up inputs to replace existing moves
if (this.game.scene.getPlayerParty()[partyIndex].moveset.filter(m => m).length === 4) {
this.game.onNextPrompt("LearnMovePhase", Mode.CONFIRM, () => {
this.game.scene.ui.processInput(Button.ACTION);
this.game.scene.ui.processInput(Button.ACTION); // "Should a move be forgotten and replaced with XXX?"
});
this.game.onNextPrompt("LearnMovePhase", Mode.SUMMARY, () => {
for (let x = 0; x < (slot ?? 0); x++) {
this.game.scene.ui.processInput(Button.DOWN);
for (let x = 0; x < (moveSlotIndex ?? 0); x++) {
this.game.scene.ui.processInput(Button.DOWN); // Scrolling in summary pane to move position
}
this.game.scene.ui.processInput(Button.ACTION);
if (slot === 4) { // hit confirm 1 last time to give up on learning move
if (moveSlotIndex === 4) {
this.game.onNextPrompt("LearnMovePhase", Mode.CONFIRM, () => {
this.game.scene.ui.processInput(Button.ACTION);
this.game.scene.ui.processInput(Button.ACTION); // "Give up on learning XXX?"
});
}
});