This commit is contained in:
Bertie690 2025-06-20 10:03:53 -04:00 committed by GitHub
commit 34febc5376
No known key found for this signature in database
GPG Key ID: B5690EEEBB952194
5 changed files with 477 additions and 795 deletions

View File

@ -2228,10 +2228,12 @@ export class MoveTypeChangeAbAttr extends PreAttackAbAttr {
}
}
/** Ability attribute for changing a pokemon's type before using a move */
/**
* Attribute to change the ability holder's type to that of the move being executed.
* Used by {@linkcode Abilities.PROTEAN} and {@linkcode Abilities.LIBERO}.
*/
export class PokemonTypeChangeAbAttr extends PreAttackAbAttr {
private moveType: PokemonType;
private moveType: PokemonType = PokemonType.UNKNOWN;
constructor() {
super(true);
}
@ -2245,27 +2247,26 @@ export class PokemonTypeChangeAbAttr extends PreAttackAbAttr {
_args: any[],
): boolean {
if (
!pokemon.isTerastallized &&
move.id !== MoveId.STRUGGLE &&
pokemon.isTerastallized ||
move.id === MoveId.STRUGGLE ||
/**
* Skip moves that call other moves because these moves generate a following move that will trigger this ability attribute
* @see {@link https://bulbapedia.bulbagarden.net/wiki/Category:Moves_that_call_other_moves}
*/
!move.findAttr(
attr =>
attr.is("RandomMovesetMoveAttr") ||
attr.is("RandomMoveAttr") ||
attr.is("NaturePowerAttr") ||
attr.is("CopyMoveAttr"),
)
move.hasAttr("CallMoveAttr") ||
move.hasAttr("NaturePowerAttr") // TODO: remove this line when nature power is made to extend from `CallMoveAttr`
) {
const moveType = pokemon.getMoveType(move);
if (pokemon.getTypes().some(t => t !== moveType)) {
this.moveType = moveType;
return true;
}
return false;
}
return false;
// Skip changing type if we're already of the given type as-is
const moveType = pokemon.getMoveType(move);
if (pokemon.getTypes().every(t => t === moveType)) {
return false;
}
this.moveType = moveType;
return true;
}
override applyPreAttack(
@ -8478,9 +8479,12 @@ export function initAbilities() {
new Ability(AbilityId.CHEEK_POUCH, 6)
.attr(HealFromBerryUseAbAttr, 1 / 3),
new Ability(AbilityId.PROTEAN, 6)
.attr(PokemonTypeChangeAbAttr),
//.condition((p) => !p.summonData.abilitiesApplied.includes(AbilityId.PROTEAN)), //Gen 9 Implementation
.attr(PokemonTypeChangeAbAttr)
// .condition((p) => !p.summonData.abilitiesApplied.includes(Abilities.PROTEAN)) //Gen 9 Implementation
// TODO: needs testing on interaction with weather blockage
.edgeCase(),
new Ability(AbilityId.FUR_COAT, 6)
// TODO: Should double defense
.attr(ReceivedMoveDamageMultiplierAbAttr, (_target, _user, move) => move.category === MoveCategory.PHYSICAL, 0.5)
.ignorable(),
new Ability(AbilityId.MAGICIAN, 6)
@ -8730,8 +8734,10 @@ export function initAbilities() {
new Ability(AbilityId.DAUNTLESS_SHIELD, 8)
.attr(PostSummonStatStageChangeAbAttr, [ Stat.DEF ], 1, true),
new Ability(AbilityId.LIBERO, 8)
.attr(PokemonTypeChangeAbAttr),
//.condition((p) => !p.summonData.abilitiesApplied.includes(AbilityId.LIBERO)), //Gen 9 Implementation
.attr(PokemonTypeChangeAbAttr)
//.condition((p) => !p.summonData.abilitiesApplied.includes(Abilities.LIBERO)), //Gen 9 Implementation
// TODO: needs testing on interaction with weather blockage
.edgeCase(),
new Ability(AbilityId.BALL_FETCH, 8)
.attr(FetchBallAbAttr)
.condition(getOncePerBattleCondition(AbilityId.BALL_FETCH)),

View File

@ -6,7 +6,6 @@ import { CommonAnim } from "#enums/move-anims-common";
import { CenterOfAttentionTag } from "#app/data/battler-tags";
import { BattlerTagLapseType } from "#enums/battler-tag-lapse-type";
import { applyMoveAttrs } from "#app/data/moves/apply-attrs";
import { allMoves } from "#app/data/data-lists";
import { MoveFlags } from "#enums/MoveFlags";
import { SpeciesFormChangePreMoveTrigger } from "#app/data/pokemon-forms/form-change-triggers";
import { getStatusEffectActivationText, getStatusEffectHealText } from "#app/data/status-effect";
@ -35,11 +34,11 @@ export class MovePhase extends BattlePhase {
protected _move: PokemonMove;
protected _targets: BattlerIndex[];
public readonly useMode: MoveUseMode; // Made public for quash
/** Whether the current move is forced last (used for Quash). */
protected forcedLast: boolean;
/** Whether the current move should fail but still use PP */
/** Whether the current move should fail but still use PP. */
protected failed = false;
/** Whether the current move should cancel and retain PP */
/** Whether the current move should fail and retain PP. */
protected cancelled = false;
public get pokemon(): Pokemon {
@ -164,6 +163,7 @@ export class MovePhase extends BattlePhase {
this.resolveFinalPreMoveCancellationChecks();
}
// Cancel, charge or use the move as applicable.
if (this.cancelled || this.failed) {
this.handlePreMoveFailures();
} else if (this.move.getMove().isChargingMove() && !this.pokemon.getTag(BattlerTagType.CHARGING)) {
@ -284,8 +284,7 @@ export class MovePhase extends BattlePhase {
protected lapsePreMoveAndMoveTags(): void {
this.pokemon.lapseTags(BattlerTagLapseType.PRE_MOVE);
// TODO: does this intentionally happen before the no targets/MoveId.NONE on queue cancellation case is checked?
// (In other words, check if truant can proc on a move w/o targets)
// This intentionally happens before moves without targets are cancelled (Truant takes priority over lack of targets)
if (!isIgnoreStatus(this.useMode) && this.canMove() && !this.cancelled) {
this.pokemon.lapseTags(BattlerTagLapseType.MOVE);
}
@ -299,44 +298,27 @@ export class MovePhase extends BattlePhase {
// form changes happen even before we know that the move wll execute.
globalScene.triggerPokemonFormChange(this.pokemon, SpeciesFormChangePreMoveTrigger);
const isDelayedAttack = move.hasAttr("DelayedAttackAttr");
if (isDelayedAttack) {
// Check the player side arena if future sight is active
const futureSightTags = globalScene.arena.findTags(t => t.tagType === ArenaTagType.FUTURE_SIGHT);
const doomDesireTags = globalScene.arena.findTags(t => t.tagType === ArenaTagType.DOOM_DESIRE);
let fail = false;
// Check the player side arena if another delayed attack is active and hitting the same slot.
if (move.hasAttr("DelayedAttackAttr")) {
const currentTargetIndex = targets[0].getBattlerIndex();
for (const tag of futureSightTags) {
if ((tag as DelayedAttackTag).targetIndex === currentTargetIndex) {
fail = true;
break;
}
}
for (const tag of doomDesireTags) {
if ((tag as DelayedAttackTag).targetIndex === currentTargetIndex) {
fail = true;
break;
}
}
if (fail) {
this.showMoveText();
this.showFailedText();
this.end();
const delayedAttackHittingSameSlot = globalScene.arena.tags.some(
tag =>
(tag.tagType === ArenaTagType.FUTURE_SIGHT || tag.tagType === ArenaTagType.DOOM_DESIRE) &&
(tag as DelayedAttackTag).targetIndex === currentTargetIndex,
);
if (delayedAttackHittingSameSlot) {
this.failMove(true);
return;
}
}
let success = true;
// Check if there are any attributes that can interrupt the move, overriding the fail message.
for (const move of this.move.getMove().getAttrs("PreUseInterruptAttr")) {
if (move.apply(this.pokemon, targets[0], this.move.getMove())) {
success = false;
break;
}
}
if (success) {
this.showMoveText();
// Check if the move has any attributes that can interrupt its own use **before** displaying text.
applyMoveAttrs("PreUseInterruptAttr", this.pokemon, targets[0], move);
let failed = move.getAttrs("PreUseInterruptAttr").some(attr => attr.apply(this.pokemon, targets[0], move));
if (failed) {
this.failMove(false);
return;
}
// Clear out any two turn moves once they've been used.
@ -344,6 +326,7 @@ export class MovePhase extends BattlePhase {
// Move queues should be handled by the calling `CommandPhase` or a manager for it
// @ts-expect-error - useMode is readonly and shouldn't normally be assigned to
this.useMode = moveQueue.shift()?.useMode ?? this.useMode;
if (this.pokemon.getTag(BattlerTagType.CHARGING)?.sourceMove === this.move.moveId) {
this.pokemon.lapseTag(BattlerTagType.CHARGING);
}
@ -351,127 +334,133 @@ export class MovePhase extends BattlePhase {
if (!isIgnorePP(this.useMode)) {
// "commit" to using the move, deducting PP.
const ppUsed = 1 + this.getPpIncreaseFromPressure(targets);
this.move.usePp(ppUsed);
globalScene.eventTarget.dispatchEvent(new MoveUsedEvent(this.pokemon?.id, move, this.move.ppUsed));
globalScene.eventTarget.dispatchEvent(new MoveUsedEvent(this.pokemon.id, move, this.move.ppUsed));
}
/**
* Determine if the move is successful (meaning that its damage/effects can be attempted)
* by checking that all of the following are true:
* - Conditional attributes of the move are all met
* - The target's `ForceSwitchOutImmunityAbAttr` is not triggered (see {@linkcode Move.prototype.applyConditions})
* - Weather does not block the move
* - Terrain does not block the move
*
* TODO: These steps are straightforward, but the implementation below is extremely convoluted.
*/
/**
* Move conditions assume the move has a single target
* TODO: is this sustainable?
*/
let failedDueToTerrain = false;
let failedDueToWeather = false;
if (success) {
const passesConditions = move.applyConditions(this.pokemon, targets[0], move);
failedDueToWeather = globalScene.arena.isMoveWeatherCancelled(this.pokemon, move);
failedDueToTerrain = globalScene.arena.isMoveTerrainCancelled(this.pokemon, this.targets, move);
success = passesConditions && !failedDueToWeather && !failedDueToTerrain;
const failsConditions = !move.applyConditions(this.pokemon, targets[0], move);
const failedDueToWeather = globalScene.arena.isMoveWeatherCancelled(this.pokemon, move);
const failedDueToTerrain = globalScene.arena.isMoveTerrainCancelled(this.pokemon, this.targets, move);
failed ||= failsConditions || failedDueToWeather || failedDueToTerrain;
if (failed) {
this.failMove(true, failedDueToWeather, failedDueToTerrain);
return;
}
// Update the battle's "last move" pointer, unless we're currently mimicking a move.
if (!allMoves[this.move.moveId].hasAttr("CopyMoveAttr")) {
// The last move used is unaffected by moves that fail
if (success) {
globalScene.currentBattle.lastMove = this.move.moveId;
}
this.executeMove();
}
private executeMove() {
const move = this.move.getMove();
if (!move.hasAttr("CopyMoveAttr") && !isReflected(this.useMode)) {
// Update the battle's "last move" pointer unless we're currently mimicking a move or triggering Dancer.
// TODO: Research how Copycat interacts with the final attacking turn of Future Sight and co.
globalScene.currentBattle.lastMove = move.id;
}
/**
* If the move has not failed, trigger ability-based user type changes and then execute it.
*
* Notably, Roar, Whirlwind, Trick-or-Treat, and Forest's Curse will trigger these type changes even
* if the move fails.
*/
if (success) {
const move = this.move.getMove();
applyPreAttackAbAttrs("PokemonTypeChangeAbAttr", this.pokemon, null, move);
globalScene.phaseManager.unshiftNew(
"MoveEffectPhase",
this.pokemon.getBattlerIndex(),
this.targets,
move,
this.useMode,
);
} else {
if ([MoveId.ROAR, MoveId.WHIRLWIND, MoveId.TRICK_OR_TREAT, MoveId.FORESTS_CURSE].includes(this.move.moveId)) {
applyPreAttackAbAttrs("PokemonTypeChangeAbAttr", this.pokemon, null, this.move.getMove());
}
this.pokemon.pushMoveHistory({
move: this.move.moveId,
targets: this.targets,
result: MoveResult.FAIL,
useMode: this.useMode,
});
const failureMessage = move.getFailedText(this.pokemon, targets[0], move);
let failedText: string | undefined;
if (failureMessage) {
failedText = failureMessage;
} else if (failedDueToTerrain) {
failedText = getTerrainBlockMessage(targets[0], globalScene.arena.getTerrainType());
} else if (failedDueToWeather) {
failedText = getWeatherBlockMessage(globalScene.arena.getWeatherType());
}
this.showFailedText(failedText);
// Remove the user from its semi-invulnerable state (if applicable)
this.pokemon.lapseTags(BattlerTagLapseType.MOVE_EFFECT);
}
// trigger ability-based user type changes, display move text and then execute move effects.
applyPreAttackAbAttrs("PokemonTypeChangeAbAttr", this.pokemon, null, move);
this.showMoveText();
globalScene.phaseManager.unshiftNew(
"MoveEffectPhase",
this.pokemon.getBattlerIndex(),
this.targets,
move,
this.useMode,
);
// Handle Dancer, which triggers immediately after a move is used (rather than waiting on `this.end()`).
// Note the MoveUseMode check here prevents an infinite Dancer loop.
const dancerModes: MoveUseMode[] = [MoveUseMode.INDIRECT, MoveUseMode.REFLECTED] as const;
if (this.move.getMove().hasFlag(MoveFlags.DANCE_MOVE) && !dancerModes.includes(this.useMode)) {
// TODO: Fix in dancer PR to move to MEP for hit checks
globalScene.getField(true).forEach(pokemon => {
applyPostMoveUsedAbAttrs("PostMoveUsedAbAttr", pokemon, this.move, this.pokemon, this.targets);
});
}
}
/** Queues a {@linkcode MoveChargePhase} for this phase's invoked move. */
/**
* Fail the move currently being used.
* Handles failure messages, pushing to move history, etc.
* @param showText - Whether to show move text when failing the move.
* @param failedDueToWeather - Whether the move failed due to weather (default `false`)
* @param failedDueToTerrain - Whether the move failed due to terrain (default `false`)
*/
protected failMove(showText: boolean, failedDueToWeather = false, failedDueToTerrain = false) {
const move = this.move.getMove();
const targets = this.getActiveTargetPokemon();
// NOTE: DO NOT CHANGE THE ORDER OF OPERATIONS HERE.
// Protean is supposed to trigger its effects first, _then_ move text is displayed,
// _then_ any blockage messages are shown.
// Roar, Whirlwind, Trick-or-Treat, and Forest's Curse will trigger Protean/Libero
// even on failure, as will all moves blocked by terrain.
// TODO: Verify if this also applies to primal weather failures?
if (
failedDueToTerrain ||
[MoveId.ROAR, MoveId.WHIRLWIND, MoveId.TRICK_OR_TREAT, MoveId.FORESTS_CURSE].includes(this.move.moveId)
) {
applyPreAttackAbAttrs("PokemonTypeChangeAbAttr", this.pokemon, null, move);
}
if (showText) {
this.showMoveText();
}
this.pokemon.pushMoveHistory({
move: this.move.moveId,
targets: this.targets,
result: MoveResult.FAIL,
useMode: this.useMode,
});
// Use move-specific failure messages if present before checking terrain/weather blockage
// and falling back to the classic "But it failed!".
const failureMessage =
move.getFailedText(this.pokemon, targets[0], move) ??
(failedDueToTerrain
? getTerrainBlockMessage(targets[0], globalScene.arena.getTerrainType())
: failedDueToWeather
? getWeatherBlockMessage(globalScene.arena.getWeatherType())
: i18next.t("battle:attackFailed"));
this.showFailedText(failureMessage);
// Remove the user from its semi-invulnerable state (if applicable)
this.pokemon.lapseTags(BattlerTagLapseType.MOVE_EFFECT);
}
/**
* Queue a {@linkcode MoveChargePhase} for this phase's invoked move.
* Does NOT consume PP (occurs on the 2nd strike of the move)
*/
protected chargeMove() {
const move = this.move.getMove();
const targets = this.getActiveTargetPokemon();
this.showMoveText();
// Conditions currently assume single target
// TODO: Is this sustainable?
if (!move.applyConditions(this.pokemon, targets[0], move)) {
this.pokemon.pushMoveHistory({
move: this.move.moveId,
targets: this.targets,
result: MoveResult.FAIL,
useMode: this.useMode,
});
const failureMessage = move.getFailedText(this.pokemon, targets[0], move);
this.showMoveText();
this.showFailedText(failureMessage ?? undefined);
// Remove the user from its semi-invulnerable state (if applicable)
this.pokemon.lapseTags(BattlerTagLapseType.MOVE_EFFECT);
this.failMove(true);
return;
}
// Protean and Libero apply on the charging turn of charge moves
// Protean and Libero apply on the charging turn of charge moves, even before showing usage text
applyPreAttackAbAttrs("PokemonTypeChangeAbAttr", this.pokemon, null, this.move.getMove());
this.showMoveText();
globalScene.phaseManager.unshiftNew(
"MoveChargePhase",
this.pokemon.getBattlerIndex(),
@ -482,7 +471,7 @@ export class MovePhase extends BattlePhase {
}
/**
* Queues a {@linkcode MoveEndPhase} and then ends the phase
* Queue a {@linkcode MoveEndPhase} and then end this phase.
*/
public end(): void {
globalScene.phaseManager.unshiftNew(
@ -496,7 +485,7 @@ export class MovePhase extends BattlePhase {
}
/**
* Applies PP increasing abilities (currently only {@link AbilityId.PRESSURE Pressure}) if they exist on the target pokemon.
* Applies PP increasing abilities (currently only {@linkcode AbilityId.PRESSURE | Pressure}) if they exist on the target pokemon.
* Note that targets must include only active pokemon.
*
* TODO: This hardcodes the PP increase at 1 per opponent, rather than deferring to the ability.
@ -574,40 +563,43 @@ export class MovePhase extends BattlePhase {
}
/**
* Counter-attacking moves pass in `[`{@linkcode BattlerIndex.ATTACKER}`]` into the constructor's `targets` param.
* This function modifies `this.targets` to reflect the actual battler index of the user's last
* attacker.
* Update the targets of any counter-attacking moves with `[`{@linkcode BattlerIndex.ATTACKER}`]` set
* to reflect the actual battler index of the user's last attacker.
*
* If there is no last attacker, or they are no longer on the field, a message is displayed and the
* If there is no last attacker or they are no longer on the field, a message is displayed and the
* move is marked for failure.
*/
protected resolveCounterAttackTarget(): void {
if (this.targets.length === 1 && this.targets[0] === BattlerIndex.ATTACKER) {
if (this.pokemon.turnData.attacksReceived.length) {
this.targets[0] = this.pokemon.turnData.attacksReceived[0].sourceBattlerIndex;
if (this.targets.length !== 1 || this.targets[0] !== BattlerIndex.ATTACKER) {
return;
}
// account for metal burst and comeuppance hitting remaining targets in double battles
// counterattack will redirect to remaining ally if original attacker faints
if (globalScene.currentBattle.double && this.move.getMove().hasFlag(MoveFlags.REDIRECT_COUNTER)) {
if (globalScene.getField()[this.targets[0]].hp === 0) {
const opposingField = this.pokemon.isPlayer() ? globalScene.getEnemyField() : globalScene.getPlayerField();
this.targets[0] = opposingField.find(p => p.hp > 0)?.getBattlerIndex() ?? BattlerIndex.ATTACKER;
}
}
}
if (this.pokemon.turnData.attacksReceived.length) {
this.targets[0] = this.pokemon.turnData.attacksReceived[0].sourceBattlerIndex;
if (this.targets[0] === BattlerIndex.ATTACKER) {
this.fail();
this.showMoveText();
this.showFailedText();
// account for metal burst and comeuppance hitting remaining targets in double battles
// counterattack will redirect to remaining ally if original attacker faints
if (
globalScene.currentBattle.double &&
this.move.getMove().hasFlag(MoveFlags.REDIRECT_COUNTER) &&
globalScene.getField()[this.targets[0]].hp === 0
) {
const opposingField = this.pokemon.isPlayer() ? globalScene.getEnemyField() : globalScene.getPlayerField();
this.targets[0] = opposingField.find(p => p.hp > 0)?.getBattlerIndex() ?? BattlerIndex.ATTACKER;
}
}
if (this.targets[0] === BattlerIndex.ATTACKER) {
this.fail();
this.showMoveText();
this.showFailedText();
}
}
/**
* Handles the case where the move was cancelled or failed:
* - Uses PP if the move failed (not cancelled) and should use PP (failed moves are not affected by {@link AbilityId.PRESSURE Pressure})
* - Records a cancelled OR failed move in move history, so abilities like {@link AbilityId.TRUANT Truant} don't trigger on the
* - Uses PP if the move failed (not cancelled) and should use PP (failed moves are not affected by {@linkcode AbilityId.PRESSURE | Pressure})
* - Records a cancelled OR failed move in move history, so abilities like {@linkcode AbilityId.TRUANT | Truant} don't trigger on the
* next turn and soft-lock.
* - Lapses `MOVE_EFFECT` tags:
* - Semi-invulnerable battler tags (Fly/Dive/etc.) are intended to lapse on move effects, but also need
@ -615,52 +607,54 @@ export class MovePhase extends BattlePhase {
*
* TODO: ...this seems weird.
* - Lapses `AFTER_MOVE` tags:
* - This handles the effects of {@link MoveId.SUBSTITUTE Substitute}
* - This handles the effects of {@linkcode MoveId.SUBSTITUTE | Substitute}
* - Removes the second turn of charge moves
*/
protected handlePreMoveFailures(): void {
if (this.cancelled || this.failed) {
if (this.failed) {
const ppUsed = isIgnorePP(this.useMode) ? 0 : 1;
if (ppUsed) {
this.move.usePp();
}
globalScene.eventTarget.dispatchEvent(new MoveUsedEvent(this.pokemon?.id, this.move.getMove(), ppUsed));
}
if (this.cancelled && this.pokemon.summonData.tags?.find(t => t.tagType === BattlerTagType.FRENZY)) {
frenzyMissFunc(this.pokemon, this.move.getMove());
}
this.pokemon.pushMoveHistory({
move: MoveId.NONE,
result: MoveResult.FAIL,
targets: this.targets,
useMode: this.useMode,
});
this.pokemon.lapseTags(BattlerTagLapseType.MOVE_EFFECT);
this.pokemon.lapseTags(BattlerTagLapseType.AFTER_MOVE);
this.pokemon.getMoveQueue().shift();
if (!this.cancelled && !this.failed) {
return;
}
if (this.failed) {
const ppUsed = isIgnorePP(this.useMode) ? 0 : 1;
this.move.usePp(ppUsed);
globalScene.eventTarget.dispatchEvent(new MoveUsedEvent(this.pokemon?.id, this.move.getMove(), ppUsed));
}
if (this.cancelled && this.pokemon.summonData.tags?.find(t => t.tagType === BattlerTagType.FRENZY)) {
frenzyMissFunc(this.pokemon, this.move.getMove());
}
this.pokemon.pushMoveHistory({
move: MoveId.NONE,
result: MoveResult.FAIL,
targets: this.targets,
useMode: this.useMode,
});
this.pokemon.lapseTags(BattlerTagLapseType.MOVE_EFFECT);
this.pokemon.lapseTags(BattlerTagLapseType.AFTER_MOVE);
// This clears out 2 turn moves after they've been used
// TODO: Remove post move queue refactor
this.pokemon.getMoveQueue().shift();
}
/**
* Displays the move's usage text to the player, unless it's a charge turn (ie: {@link MoveId.SOLAR_BEAM Solar Beam}),
* the pokemon is on a recharge turn (ie: {@link MoveId.HYPER_BEAM Hyper Beam}), or a 2-turn move was interrupted (ie: {@link MoveId.FLY Fly}).
* Displays the move's usage text to the player as applicable for the move being used.
*/
public showMoveText(): void {
if (this.move.moveId === MoveId.NONE) {
return;
}
if (this.pokemon.getTag(BattlerTagType.RECHARGING) || this.pokemon.getTag(BattlerTagType.INTERRUPTED)) {
// No text for Moves.NONE, recharging/2-turn moves or interrupted moves
if (
this.move.moveId === MoveId.NONE ||
this.pokemon.getTag(BattlerTagType.RECHARGING) ||
this.pokemon.getTag(BattlerTagType.INTERRUPTED)
) {
return;
}
// Play message for magic coat reflection
// TODO: This should be done by the move...
globalScene.phaseManager.queueMessage(
i18next.t(isReflected(this.useMode) ? "battle:magicCoatActivated" : "battle:useMove", {
pokemonNameWithAffix: getPokemonNameWithAffix(this.pokemon),
@ -674,7 +668,12 @@ export class MovePhase extends BattlePhase {
applyMoveAttrs("PreMoveMessageAttr", this.pokemon, this.pokemon.getOpponents(false)[0], this.move.getMove());
}
public showFailedText(failedText: string = i18next.t("battle:attackFailed")): void {
/**
* Display the text for a move failing to execute.
* @param failedText - The failure text to display; defaults to `"battle:attackFailed"` locale key
* ("But it failed!" in english)
*/
public showFailedText(failedText = i18next.t("battle:attackFailed")): void {
globalScene.phaseManager.queueMessage(failedText);
}
}

View File

@ -1,297 +0,0 @@
import { allMoves } from "#app/data/data-lists";
import { PokemonType } from "#enums/pokemon-type";
import { Weather } from "#app/data/weather";
import type { PlayerPokemon } from "#app/field/pokemon";
import { TurnEndPhase } from "#app/phases/turn-end-phase";
import { AbilityId } from "#enums/ability-id";
import { BattlerTagType } from "#enums/battler-tag-type";
import { BiomeId } from "#enums/biome-id";
import { MoveId } from "#enums/move-id";
import { SpeciesId } from "#enums/species-id";
import { WeatherType } from "#enums/weather-type";
import GameManager from "#test/testUtils/gameManager";
import Phaser from "phaser";
import { afterEach, beforeAll, beforeEach, describe, expect, test } from "vitest";
describe("Abilities - Libero", () => {
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
.battleStyle("single")
.ability(AbilityId.LIBERO)
.startingLevel(100)
.enemySpecies(SpeciesId.RATTATA)
.enemyMoveset(MoveId.ENDURE);
});
test("ability applies and changes a pokemon's type", async () => {
game.override.moveset([MoveId.SPLASH]);
await game.classicMode.startBattle([SpeciesId.MAGIKARP]);
const leadPokemon = game.scene.getPlayerPokemon()!;
expect(leadPokemon).not.toBe(undefined);
game.move.select(MoveId.SPLASH);
await game.phaseInterceptor.to(TurnEndPhase);
testPokemonTypeMatchesDefaultMoveType(leadPokemon, MoveId.SPLASH);
});
// Test for Gen9+ functionality, we are using previous funcionality
test.skip("ability applies only once per switch in", async () => {
game.override.moveset([MoveId.SPLASH, MoveId.AGILITY]);
await game.classicMode.startBattle([SpeciesId.MAGIKARP, SpeciesId.BULBASAUR]);
let leadPokemon = game.scene.getPlayerPokemon()!;
expect(leadPokemon).not.toBe(undefined);
game.move.select(MoveId.SPLASH);
await game.phaseInterceptor.to(TurnEndPhase);
testPokemonTypeMatchesDefaultMoveType(leadPokemon, MoveId.SPLASH);
game.move.select(MoveId.AGILITY);
await game.phaseInterceptor.to(TurnEndPhase);
expect(leadPokemon.waveData.abilitiesApplied).toContain(AbilityId.LIBERO);
const leadPokemonType = PokemonType[leadPokemon.getTypes()[0]];
const moveType = PokemonType[allMoves[MoveId.AGILITY].type];
expect(leadPokemonType).not.toBe(moveType);
await game.toNextTurn();
game.doSwitchPokemon(1);
await game.toNextTurn();
game.doSwitchPokemon(1);
await game.toNextTurn();
leadPokemon = game.scene.getPlayerPokemon()!;
expect(leadPokemon).not.toBe(undefined);
game.move.select(MoveId.SPLASH);
await game.phaseInterceptor.to(TurnEndPhase);
testPokemonTypeMatchesDefaultMoveType(leadPokemon, MoveId.SPLASH);
});
test("ability applies correctly even if the pokemon's move has a variable type", async () => {
game.override.moveset([MoveId.WEATHER_BALL]);
await game.classicMode.startBattle([SpeciesId.MAGIKARP]);
const leadPokemon = game.scene.getPlayerPokemon()!;
expect(leadPokemon).not.toBe(undefined);
game.scene.arena.weather = new Weather(WeatherType.SUNNY);
game.move.select(MoveId.WEATHER_BALL);
await game.phaseInterceptor.to(TurnEndPhase);
expect(leadPokemon.waveData.abilitiesApplied).toContain(AbilityId.LIBERO);
expect(leadPokemon.getTypes()).toHaveLength(1);
const leadPokemonType = PokemonType[leadPokemon.getTypes()[0]],
moveType = PokemonType[PokemonType.FIRE];
expect(leadPokemonType).toBe(moveType);
});
test("ability applies correctly even if the type has changed by another ability", async () => {
game.override.moveset([MoveId.TACKLE]).passiveAbility(AbilityId.REFRIGERATE);
await game.classicMode.startBattle([SpeciesId.MAGIKARP]);
const leadPokemon = game.scene.getPlayerPokemon()!;
expect(leadPokemon).not.toBe(undefined);
game.move.select(MoveId.TACKLE);
await game.phaseInterceptor.to(TurnEndPhase);
expect(leadPokemon.waveData.abilitiesApplied).toContain(AbilityId.LIBERO);
expect(leadPokemon.getTypes()).toHaveLength(1);
const leadPokemonType = PokemonType[leadPokemon.getTypes()[0]],
moveType = PokemonType[PokemonType.ICE];
expect(leadPokemonType).toBe(moveType);
});
test("ability applies correctly even if the pokemon's move calls another move", async () => {
game.override.moveset([MoveId.NATURE_POWER]);
await game.classicMode.startBattle([SpeciesId.MAGIKARP]);
const leadPokemon = game.scene.getPlayerPokemon()!;
expect(leadPokemon).not.toBe(undefined);
game.scene.arena.biomeType = BiomeId.MOUNTAIN;
game.move.select(MoveId.NATURE_POWER);
await game.phaseInterceptor.to(TurnEndPhase);
testPokemonTypeMatchesDefaultMoveType(leadPokemon, MoveId.AIR_SLASH);
});
test("ability applies correctly even if the pokemon's move is delayed / charging", async () => {
game.override.moveset([MoveId.DIG]);
await game.classicMode.startBattle([SpeciesId.MAGIKARP]);
const leadPokemon = game.scene.getPlayerPokemon()!;
expect(leadPokemon).not.toBe(undefined);
game.move.select(MoveId.DIG);
await game.phaseInterceptor.to(TurnEndPhase);
testPokemonTypeMatchesDefaultMoveType(leadPokemon, MoveId.DIG);
});
test("ability applies correctly even if the pokemon's move misses", async () => {
game.override.moveset([MoveId.TACKLE]).enemyMoveset(MoveId.SPLASH);
await game.classicMode.startBattle([SpeciesId.MAGIKARP]);
const leadPokemon = game.scene.getPlayerPokemon()!;
expect(leadPokemon).not.toBe(undefined);
game.move.select(MoveId.TACKLE);
await game.move.forceMiss();
await game.phaseInterceptor.to(TurnEndPhase);
const enemyPokemon = game.scene.getEnemyPokemon()!;
expect(enemyPokemon.isFullHp()).toBe(true);
testPokemonTypeMatchesDefaultMoveType(leadPokemon, MoveId.TACKLE);
});
test("ability applies correctly even if the pokemon's move is protected against", async () => {
game.override.moveset([MoveId.TACKLE]).enemyMoveset(MoveId.PROTECT);
await game.classicMode.startBattle([SpeciesId.MAGIKARP]);
const leadPokemon = game.scene.getPlayerPokemon()!;
expect(leadPokemon).not.toBe(undefined);
game.move.select(MoveId.TACKLE);
await game.phaseInterceptor.to(TurnEndPhase);
testPokemonTypeMatchesDefaultMoveType(leadPokemon, MoveId.TACKLE);
});
test("ability applies correctly even if the pokemon's move fails because of type immunity", async () => {
game.override.moveset([MoveId.TACKLE]).enemySpecies(SpeciesId.GASTLY);
await game.classicMode.startBattle([SpeciesId.MAGIKARP]);
const leadPokemon = game.scene.getPlayerPokemon()!;
expect(leadPokemon).not.toBe(undefined);
game.move.select(MoveId.TACKLE);
await game.phaseInterceptor.to(TurnEndPhase);
testPokemonTypeMatchesDefaultMoveType(leadPokemon, MoveId.TACKLE);
});
test("ability is not applied if pokemon's type is the same as the move's type", async () => {
game.override.moveset([MoveId.SPLASH]);
await game.classicMode.startBattle([SpeciesId.MAGIKARP]);
const leadPokemon = game.scene.getPlayerPokemon()!;
expect(leadPokemon).not.toBe(undefined);
leadPokemon.summonData.types = [allMoves[MoveId.SPLASH].type];
game.move.select(MoveId.SPLASH);
await game.phaseInterceptor.to(TurnEndPhase);
expect(leadPokemon.waveData.abilitiesApplied).not.toContain(AbilityId.LIBERO);
});
test("ability is not applied if pokemon is terastallized", async () => {
game.override.moveset([MoveId.SPLASH]);
await game.classicMode.startBattle([SpeciesId.MAGIKARP]);
const leadPokemon = game.scene.getPlayerPokemon()!;
expect(leadPokemon).not.toBe(undefined);
leadPokemon.isTerastallized = true;
game.move.select(MoveId.SPLASH);
await game.phaseInterceptor.to(TurnEndPhase);
expect(leadPokemon.waveData.abilitiesApplied).not.toContain(AbilityId.LIBERO);
});
test("ability is not applied if pokemon uses struggle", async () => {
game.override.moveset([MoveId.STRUGGLE]);
await game.classicMode.startBattle([SpeciesId.MAGIKARP]);
const leadPokemon = game.scene.getPlayerPokemon()!;
expect(leadPokemon).not.toBe(undefined);
game.move.select(MoveId.STRUGGLE);
await game.phaseInterceptor.to(TurnEndPhase);
expect(leadPokemon.waveData.abilitiesApplied).not.toContain(AbilityId.LIBERO);
});
test("ability is not applied if the pokemon's move fails", async () => {
game.override.moveset([MoveId.BURN_UP]);
await game.classicMode.startBattle([SpeciesId.MAGIKARP]);
const leadPokemon = game.scene.getPlayerPokemon()!;
expect(leadPokemon).not.toBe(undefined);
game.move.select(MoveId.BURN_UP);
await game.phaseInterceptor.to(TurnEndPhase);
expect(leadPokemon.waveData.abilitiesApplied).not.toContain(AbilityId.LIBERO);
});
test("ability applies correctly even if the pokemon's Trick-or-Treat fails", async () => {
game.override.moveset([MoveId.TRICK_OR_TREAT]).enemySpecies(SpeciesId.GASTLY);
await game.classicMode.startBattle([SpeciesId.MAGIKARP]);
const leadPokemon = game.scene.getPlayerPokemon()!;
expect(leadPokemon).not.toBe(undefined);
game.move.select(MoveId.TRICK_OR_TREAT);
await game.phaseInterceptor.to(TurnEndPhase);
testPokemonTypeMatchesDefaultMoveType(leadPokemon, MoveId.TRICK_OR_TREAT);
});
test("ability applies correctly and the pokemon curses itself", async () => {
game.override.moveset([MoveId.CURSE]);
await game.classicMode.startBattle([SpeciesId.MAGIKARP]);
const leadPokemon = game.scene.getPlayerPokemon()!;
expect(leadPokemon).not.toBe(undefined);
game.move.select(MoveId.CURSE);
await game.phaseInterceptor.to(TurnEndPhase);
testPokemonTypeMatchesDefaultMoveType(leadPokemon, MoveId.CURSE);
expect(leadPokemon.getTag(BattlerTagType.CURSED)).not.toBe(undefined);
});
});
function testPokemonTypeMatchesDefaultMoveType(pokemon: PlayerPokemon, move: MoveId) {
expect(pokemon.waveData.abilitiesApplied).toContain(AbilityId.LIBERO);
expect(pokemon.getTypes()).toHaveLength(1);
const pokemonType = PokemonType[pokemon.getTypes()[0]],
moveType = PokemonType[allMoves[move].type];
expect(pokemonType).toBe(moveType);
}

View File

@ -0,0 +1,271 @@
import { allMoves } from "#app/data/data-lists";
import { PokemonType } from "#enums/pokemon-type";
import type { PlayerPokemon } from "#app/field/pokemon";
import { MoveResult } from "#enums/move-result";
import { AbilityId } from "#enums/ability-id";
import { BattlerTagType } from "#enums/battler-tag-type";
import { MoveId } from "#enums/move-id";
import { SpeciesId } from "#enums/species-id";
import GameManager from "#test/testUtils/gameManager";
import Phaser from "phaser";
import { afterEach, beforeAll, beforeEach, describe, expect, it, vi } from "vitest";
import { BattleType } from "#enums/battle-type";
import { BattlerIndex } from "#enums/battler-index";
describe("Abilities - Protean/Libero", () => {
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
.battleStyle("single")
.ability(AbilityId.PROTEAN)
.startingLevel(100)
.moveset([MoveId.CURSE, MoveId.DIG, MoveId.SPLASH])
.enemySpecies(SpeciesId.RATTATA)
.enemyMoveset(MoveId.SPLASH);
});
/**
* Assert that the protean/libero ability triggered to change the user's type to
* the type of its most recently used move.
* Takes into account type overrides from effects.
* @param pokemon - The {@linkcode PlayerPokemon} being checked.
* @remarks
* This will clear the given Pokemon's `abilitiesApplied` set after being called to allow for easier multi-turn testing.
*/
function expectTypeChange(pokemon: PlayerPokemon) {
expect(pokemon.waveData.abilitiesApplied).toContainEqual(expect.toBeOneOf([AbilityId.PROTEAN, AbilityId.LIBERO]));
const lastMove = allMoves[pokemon.getLastXMoves()[0].move]!;
const pokemonTypes = pokemon.getTypes().map(pt => PokemonType[pt]);
const moveType = PokemonType[pokemon.getMoveType(lastMove)];
expect(pokemonTypes).toEqual([moveType]);
pokemon.waveData.abilitiesApplied.clear();
}
/**
* Assert that the protean/libero ability did NOT trigger to change the user's type to
* the type of its most recently used move.
* Takes into account type overrides from effects.
* @param pokemon - The {@linkcode PlayerPokemon} being checked.
* @remarks
* This will clear the given Pokemon's `abilitiesApplied` set after being called to allow for easier multi-turn testing.
*/
function expectNoTypeChange(pokemon: PlayerPokemon) {
expect(pokemon.waveData.abilitiesApplied).not.toContainEqual(
expect.toBeOneOf([AbilityId.PROTEAN, AbilityId.LIBERO]),
);
const lastMove = allMoves[pokemon.getLastXMoves()[0].move]!;
const pokemonTypes = pokemon.getTypes().map(pt => PokemonType[pt]);
const moveType = PokemonType[pokemon.getMoveType(lastMove, true)];
expect(pokemonTypes).not.toEqual([moveType]);
pokemon.waveData.abilitiesApplied.clear();
}
it.each([
{ name: "Protean", ability: AbilityId.PROTEAN },
{ name: "Libero", ability: AbilityId.PROTEAN },
])("$name should change the user's type to the type of the move being used", async ({ ability }) => {
game.override.ability(ability);
await game.classicMode.startBattle([SpeciesId.MAGIKARP]);
const leadPokemon = game.field.getPlayerPokemon();
game.move.use(MoveId.SPLASH);
await game.toEndOfTurn();
expectTypeChange(leadPokemon);
});
// Test for Gen9+ functionality, we are using previous funcionality
it.skip("should apply only once per switch in", async () => {
game.override.moveset([MoveId.SPLASH, MoveId.AGILITY]);
await game.classicMode.startBattle([SpeciesId.MAGIKARP, SpeciesId.BULBASAUR]);
const bulbasaur = game.field.getPlayerPokemon();
game.move.select(MoveId.SPLASH);
await game.toEndOfTurn();
expectTypeChange(bulbasaur);
game.move.select(MoveId.AGILITY);
await game.toEndOfTurn();
expectNoTypeChange(bulbasaur);
// switch out and back in
game.doSwitchPokemon(1);
await game.toNextTurn();
game.doSwitchPokemon(1);
await game.toNextTurn();
expect(bulbasaur.isOnField()).toBe(true);
game.move.select(MoveId.SPLASH);
await game.toEndOfTurn();
expectTypeChange(bulbasaur);
});
it.each<{ category: string; move?: MoveId; passive?: AbilityId; enemyMove?: MoveId }>([
{ category: "Variable type Moves'", move: MoveId.WEATHER_BALL, passive: AbilityId.DROUGHT },
{ category: "Type Change Abilities'", passive: AbilityId.REFRIGERATE },
{ category: "Move-calling Moves'", move: MoveId.NATURE_POWER, passive: AbilityId.PSYCHIC_SURGE },
{ category: "Ion Deluge's", enemyMove: MoveId.ION_DELUGE },
{ category: "Electrify's", enemyMove: MoveId.ELECTRIFY },
])(
"should respect $category final type",
async ({ move = MoveId.TACKLE, passive = AbilityId.NONE, enemyMove = MoveId.SPLASH }) => {
game.override.passiveAbility(passive);
await game.classicMode.startBattle([SpeciesId.LINOONE]); // Pure normal type for move overrides
const linoone = game.field.getPlayerPokemon();
game.move.use(move);
await game.move.forceEnemyMove(enemyMove);
await game.setTurnOrder([BattlerIndex.ENEMY, BattlerIndex.PLAYER]);
await game.phaseInterceptor.to("BerryPhase"); // NB: berry phase = turn end tags stay = tests happy
expectTypeChange(linoone);
},
);
it.each<{ cause: string; move?: MoveId; passive?: AbilityId; enemyMove?: MoveId }>([
{ cause: "misses", move: MoveId.FOCUS_BLAST },
{ cause: "is protected against", enemyMove: MoveId.PROTECT },
{ cause: "is ineffective", move: MoveId.EARTHQUAKE },
{ cause: "matches only one of its types", move: MoveId.NIGHT_SLASH },
{ cause: "is blocked by terrain", move: MoveId.SHADOW_SNEAK, passive: AbilityId.PSYCHIC_SURGE },
])(
"should still trigger if the user's move $cause",
async ({ move = MoveId.TACKLE, passive = AbilityId.NONE, enemyMove = MoveId.SPLASH }) => {
game.override.passiveAbility(passive).enemySpecies(SpeciesId.SKARMORY);
await game.classicMode.startBattle([SpeciesId.MEOWSCARADA]);
// FOCUS MISS IS REAL CHAT
vi.spyOn(allMoves[MoveId.FOCUS_BLAST], "accuracy", "get").mockReturnValue(0);
const meow = game.field.getPlayerPokemon();
game.move.use(move);
await game.move.forceEnemyMove(enemyMove);
await game.toEndOfTurn();
expectTypeChange(meow);
},
);
it.each<{ cause: string; move?: MoveId; tera?: boolean; passive?: AbilityId }>([
{ cause: "user is terastallized to any type", tera: true },
{ cause: "user uses Struggle", move: MoveId.STRUGGLE },
{ cause: "the user's move is blocked by weather", move: MoveId.FIRE_BLAST, passive: AbilityId.PRIMORDIAL_SEA },
{ cause: "the user's move fails", move: MoveId.BURN_UP },
])("should not apply if $cause", async ({ move = MoveId.TACKLE, tera = false, passive = AbilityId.NONE }) => {
game.override.enemyPassiveAbility(passive);
await game.classicMode.startBattle([SpeciesId.MAGIKARP]);
const karp = game.field.getPlayerPokemon();
karp.teraType = PokemonType.STEEL;
game.move.use(move, BattlerIndex.PLAYER, undefined, tera);
await game.toEndOfTurn();
expectNoTypeChange(karp);
});
it("should not apply if user is already the move's type", async () => {
await game.classicMode.startBattle([SpeciesId.MAGIKARP]);
const karp = game.field.getPlayerPokemon();
game.move.use(MoveId.WATERFALL);
await game.toEndOfTurn();
expect(karp.waveData.abilitiesApplied.size).toBe(0);
expect(karp.getTypes()).toEqual([allMoves[MoveId.WATERFALL].type]);
});
it.each<{ moveName: string; move: MoveId }>([
{ moveName: "Roar", move: MoveId.ROAR },
{ moveName: "Whirlwind", move: MoveId.WHIRLWIND },
{ moveName: "Forest's Curse", move: MoveId.FORESTS_CURSE },
{ moveName: "Trick-or-Treat", move: MoveId.TRICK_OR_TREAT },
])("should still apply if the user's $moveName fails", async ({ move }) => {
game.override.battleType(BattleType.TRAINER).enemySpecies(SpeciesId.TREVENANT); // ghost/grass makes both moves fail
await game.classicMode.startBattle([SpeciesId.MAGIKARP]);
const leadPokemon = game.field.getPlayerPokemon();
game.move.use(move);
// KO all off-field opponents for Whirlwind and co.
for (const enemyMon of game.scene.getEnemyParty()) {
if (!enemyMon.isActive()) {
enemyMon.hp = 0;
}
}
await game.toEndOfTurn();
expectTypeChange(leadPokemon);
});
it("should trigger on the first turn of charging moves", async () => {
await game.classicMode.startBattle([SpeciesId.MAGIKARP]);
const karp = game.field.getPlayerPokemon();
game.move.select(MoveId.DIG);
await game.toEndOfTurn();
expectTypeChange(karp);
await game.toEndOfTurn();
expect(karp.waveData.abilitiesApplied).not.toContain(AbilityId.PROTEAN);
});
it("should cause the user to cast Ghost-type Curse on itself", async () => {
await game.classicMode.startBattle([SpeciesId.MAGIKARP]);
const karp = game.field.getPlayerPokemon();
expect(karp.isOfType(PokemonType.GHOST)).toBe(false);
game.move.select(MoveId.CURSE);
await game.toEndOfTurn();
expectTypeChange(karp);
expect(karp.getHpRatio(true)).toBeCloseTo(0.25);
expect(karp.getTag(BattlerTagType.CURSED)).toBeDefined();
});
it("should not trigger during Focus Punch's start-of-turn message or being interrupted", async () => {
game.override.moveset(MoveId.FOCUS_PUNCH).enemyMoveset(MoveId.ABSORB);
await game.classicMode.startBattle([SpeciesId.MAGIKARP]);
const karp = game.field.getPlayerPokemon();
expect(karp.isOfType(PokemonType.FIGHTING)).toBe(false);
game.move.select(MoveId.FOCUS_PUNCH);
await game.phaseInterceptor.to("MessagePhase");
expect(karp.isOfType(PokemonType.FIGHTING)).toBe(false);
await game.toEndOfTurn();
expectNoTypeChange(karp);
expect(karp.getLastXMoves()[0].result).toBe(MoveResult.FAIL);
});
});

View File

@ -1,297 +0,0 @@
import { allMoves } from "#app/data/data-lists";
import { PokemonType } from "#enums/pokemon-type";
import { Weather } from "#app/data/weather";
import type { PlayerPokemon } from "#app/field/pokemon";
import { TurnEndPhase } from "#app/phases/turn-end-phase";
import { AbilityId } from "#enums/ability-id";
import { BattlerTagType } from "#enums/battler-tag-type";
import { BiomeId } from "#enums/biome-id";
import { MoveId } from "#enums/move-id";
import { SpeciesId } from "#enums/species-id";
import { WeatherType } from "#enums/weather-type";
import GameManager from "#test/testUtils/gameManager";
import Phaser from "phaser";
import { afterEach, beforeAll, beforeEach, describe, expect, test } from "vitest";
describe("Abilities - Protean", () => {
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
.battleStyle("single")
.ability(AbilityId.PROTEAN)
.startingLevel(100)
.enemySpecies(SpeciesId.RATTATA)
.enemyMoveset(MoveId.ENDURE);
});
test("ability applies and changes a pokemon's type", async () => {
game.override.moveset([MoveId.SPLASH]);
await game.classicMode.startBattle([SpeciesId.MAGIKARP]);
const leadPokemon = game.scene.getPlayerPokemon()!;
expect(leadPokemon).not.toBe(undefined);
game.move.select(MoveId.SPLASH);
await game.phaseInterceptor.to(TurnEndPhase);
testPokemonTypeMatchesDefaultMoveType(leadPokemon, MoveId.SPLASH);
});
// Test for Gen9+ functionality, we are using previous funcionality
test.skip("ability applies only once per switch in", async () => {
game.override.moveset([MoveId.SPLASH, MoveId.AGILITY]);
await game.classicMode.startBattle([SpeciesId.MAGIKARP, SpeciesId.BULBASAUR]);
let leadPokemon = game.scene.getPlayerPokemon()!;
expect(leadPokemon).not.toBe(undefined);
game.move.select(MoveId.SPLASH);
await game.phaseInterceptor.to(TurnEndPhase);
testPokemonTypeMatchesDefaultMoveType(leadPokemon, MoveId.SPLASH);
game.move.select(MoveId.AGILITY);
await game.phaseInterceptor.to(TurnEndPhase);
expect(leadPokemon.waveData.abilitiesApplied).toContain(AbilityId.PROTEAN);
const leadPokemonType = PokemonType[leadPokemon.getTypes()[0]];
const moveType = PokemonType[allMoves[MoveId.AGILITY].type];
expect(leadPokemonType).not.toBe(moveType);
await game.toNextTurn();
game.doSwitchPokemon(1);
await game.toNextTurn();
game.doSwitchPokemon(1);
await game.toNextTurn();
leadPokemon = game.scene.getPlayerPokemon()!;
expect(leadPokemon).not.toBe(undefined);
game.move.select(MoveId.SPLASH);
await game.phaseInterceptor.to(TurnEndPhase);
testPokemonTypeMatchesDefaultMoveType(leadPokemon, MoveId.SPLASH);
});
test("ability applies correctly even if the pokemon's move has a variable type", async () => {
game.override.moveset([MoveId.WEATHER_BALL]);
await game.classicMode.startBattle([SpeciesId.MAGIKARP]);
const leadPokemon = game.scene.getPlayerPokemon()!;
expect(leadPokemon).not.toBe(undefined);
game.scene.arena.weather = new Weather(WeatherType.SUNNY);
game.move.select(MoveId.WEATHER_BALL);
await game.phaseInterceptor.to(TurnEndPhase);
expect(leadPokemon.waveData.abilitiesApplied).toContain(AbilityId.PROTEAN);
expect(leadPokemon.getTypes()).toHaveLength(1);
const leadPokemonType = PokemonType[leadPokemon.getTypes()[0]],
moveType = PokemonType[PokemonType.FIRE];
expect(leadPokemonType).toBe(moveType);
});
test("ability applies correctly even if the type has changed by another ability", async () => {
game.override.moveset([MoveId.TACKLE]).passiveAbility(AbilityId.REFRIGERATE);
await game.classicMode.startBattle([SpeciesId.MAGIKARP]);
const leadPokemon = game.scene.getPlayerPokemon()!;
expect(leadPokemon).not.toBe(undefined);
game.move.select(MoveId.TACKLE);
await game.phaseInterceptor.to(TurnEndPhase);
expect(leadPokemon.waveData.abilitiesApplied).toContain(AbilityId.PROTEAN);
expect(leadPokemon.getTypes()).toHaveLength(1);
const leadPokemonType = PokemonType[leadPokemon.getTypes()[0]],
moveType = PokemonType[PokemonType.ICE];
expect(leadPokemonType).toBe(moveType);
});
test("ability applies correctly even if the pokemon's move calls another move", async () => {
game.override.moveset([MoveId.NATURE_POWER]);
await game.classicMode.startBattle([SpeciesId.MAGIKARP]);
const leadPokemon = game.scene.getPlayerPokemon()!;
expect(leadPokemon).not.toBe(undefined);
game.scene.arena.biomeType = BiomeId.MOUNTAIN;
game.move.select(MoveId.NATURE_POWER);
await game.phaseInterceptor.to(TurnEndPhase);
testPokemonTypeMatchesDefaultMoveType(leadPokemon, MoveId.AIR_SLASH);
});
test("ability applies correctly even if the pokemon's move is delayed / charging", async () => {
game.override.moveset([MoveId.DIG]);
await game.classicMode.startBattle([SpeciesId.MAGIKARP]);
const leadPokemon = game.scene.getPlayerPokemon()!;
expect(leadPokemon).not.toBe(undefined);
game.move.select(MoveId.DIG);
await game.phaseInterceptor.to(TurnEndPhase);
testPokemonTypeMatchesDefaultMoveType(leadPokemon, MoveId.DIG);
});
test("ability applies correctly even if the pokemon's move misses", async () => {
game.override.moveset([MoveId.TACKLE]).enemyMoveset(MoveId.SPLASH);
await game.classicMode.startBattle([SpeciesId.MAGIKARP]);
const leadPokemon = game.scene.getPlayerPokemon()!;
expect(leadPokemon).not.toBe(undefined);
game.move.select(MoveId.TACKLE);
await game.move.forceMiss();
await game.phaseInterceptor.to(TurnEndPhase);
const enemyPokemon = game.scene.getEnemyPokemon()!;
expect(enemyPokemon.isFullHp()).toBe(true);
testPokemonTypeMatchesDefaultMoveType(leadPokemon, MoveId.TACKLE);
});
test("ability applies correctly even if the pokemon's move is protected against", async () => {
game.override.moveset([MoveId.TACKLE]).enemyMoveset(MoveId.PROTECT);
await game.classicMode.startBattle([SpeciesId.MAGIKARP]);
const leadPokemon = game.scene.getPlayerPokemon()!;
expect(leadPokemon).not.toBe(undefined);
game.move.select(MoveId.TACKLE);
await game.phaseInterceptor.to(TurnEndPhase);
testPokemonTypeMatchesDefaultMoveType(leadPokemon, MoveId.TACKLE);
});
test("ability applies correctly even if the pokemon's move fails because of type immunity", async () => {
game.override.moveset([MoveId.TACKLE]).enemySpecies(SpeciesId.GASTLY);
await game.classicMode.startBattle([SpeciesId.MAGIKARP]);
const leadPokemon = game.scene.getPlayerPokemon()!;
expect(leadPokemon).not.toBe(undefined);
game.move.select(MoveId.TACKLE);
await game.phaseInterceptor.to(TurnEndPhase);
testPokemonTypeMatchesDefaultMoveType(leadPokemon, MoveId.TACKLE);
});
test("ability is not applied if pokemon's type is the same as the move's type", async () => {
game.override.moveset([MoveId.SPLASH]);
await game.classicMode.startBattle([SpeciesId.MAGIKARP]);
const leadPokemon = game.scene.getPlayerPokemon()!;
expect(leadPokemon).not.toBe(undefined);
leadPokemon.summonData.types = [allMoves[MoveId.SPLASH].type];
game.move.select(MoveId.SPLASH);
await game.phaseInterceptor.to(TurnEndPhase);
expect(leadPokemon.waveData.abilitiesApplied).not.toContain(AbilityId.PROTEAN);
});
test("ability is not applied if pokemon is terastallized", async () => {
game.override.moveset([MoveId.SPLASH]);
await game.classicMode.startBattle([SpeciesId.MAGIKARP]);
const leadPokemon = game.scene.getPlayerPokemon()!;
expect(leadPokemon).not.toBe(undefined);
leadPokemon.isTerastallized = true;
game.move.select(MoveId.SPLASH);
await game.phaseInterceptor.to(TurnEndPhase);
expect(leadPokemon.waveData.abilitiesApplied).not.toContain(AbilityId.PROTEAN);
});
test("ability is not applied if pokemon uses struggle", async () => {
game.override.moveset([MoveId.STRUGGLE]);
await game.classicMode.startBattle([SpeciesId.MAGIKARP]);
const leadPokemon = game.scene.getPlayerPokemon()!;
expect(leadPokemon).not.toBe(undefined);
game.move.select(MoveId.STRUGGLE);
await game.phaseInterceptor.to(TurnEndPhase);
expect(leadPokemon.waveData.abilitiesApplied).not.toContain(AbilityId.PROTEAN);
});
test("ability is not applied if the pokemon's move fails", async () => {
game.override.moveset([MoveId.BURN_UP]);
await game.classicMode.startBattle([SpeciesId.MAGIKARP]);
const leadPokemon = game.scene.getPlayerPokemon()!;
expect(leadPokemon).not.toBe(undefined);
game.move.select(MoveId.BURN_UP);
await game.phaseInterceptor.to(TurnEndPhase);
expect(leadPokemon.waveData.abilitiesApplied).not.toContain(AbilityId.PROTEAN);
});
test("ability applies correctly even if the pokemon's Trick-or-Treat fails", async () => {
game.override.moveset([MoveId.TRICK_OR_TREAT]).enemySpecies(SpeciesId.GASTLY);
await game.classicMode.startBattle([SpeciesId.MAGIKARP]);
const leadPokemon = game.scene.getPlayerPokemon()!;
expect(leadPokemon).not.toBe(undefined);
game.move.select(MoveId.TRICK_OR_TREAT);
await game.phaseInterceptor.to(TurnEndPhase);
testPokemonTypeMatchesDefaultMoveType(leadPokemon, MoveId.TRICK_OR_TREAT);
});
test("ability applies correctly and the pokemon curses itself", async () => {
game.override.moveset([MoveId.CURSE]);
await game.classicMode.startBattle([SpeciesId.MAGIKARP]);
const leadPokemon = game.scene.getPlayerPokemon()!;
expect(leadPokemon).not.toBe(undefined);
game.move.select(MoveId.CURSE);
await game.phaseInterceptor.to(TurnEndPhase);
testPokemonTypeMatchesDefaultMoveType(leadPokemon, MoveId.CURSE);
expect(leadPokemon.getTag(BattlerTagType.CURSED)).not.toBe(undefined);
});
});
function testPokemonTypeMatchesDefaultMoveType(pokemon: PlayerPokemon, move: MoveId) {
expect(pokemon.waveData.abilitiesApplied).toContain(AbilityId.PROTEAN);
expect(pokemon.getTypes()).toHaveLength(1);
const pokemonType = PokemonType[pokemon.getTypes()[0]],
moveType = PokemonType[allMoves[move].type];
expect(pokemonType).toBe(moveType);
}