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9 changed files with 409 additions and 107 deletions

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@ -1,7 +1,7 @@
import { globalScene } from "#app/global-scene"; import { globalScene } from "#app/global-scene";
import type { Arena } from "#app/field/arena"; import type { Arena } from "#app/field/arena";
import { PokemonType } from "#enums/pokemon-type"; import { PokemonType } from "#enums/pokemon-type";
import { BooleanHolder, NumberHolder, toDmgValue } from "#app/utils/common"; import { BooleanHolder, isNullOrUndefined, NumberHolder, toDmgValue } from "#app/utils/common";
import { allMoves } from "./data-lists"; import { allMoves } from "./data-lists";
import { MoveTarget } from "#enums/MoveTarget"; import { MoveTarget } from "#enums/MoveTarget";
import { MoveCategory } from "#enums/MoveCategory"; import { MoveCategory } from "#enums/MoveCategory";
@ -1544,6 +1544,138 @@ export class SuppressAbilitiesTag extends ArenaTag {
} }
} }
/**
* Contains data related to a queued healing effect from
* {@link https://bulbapedia.bulbagarden.net/wiki/Healing_Wish_(move) | Healing Wish}
* or {@link https://bulbapedia.bulbagarden.net/wiki/Lunar_Dance_(move) | Lunar Dance}.
*/
interface PendingHealEffect {
/** The id for the {@linkcode Pokemon} that created the effect */
readonly sourceId: number;
/** The {@linkcode MoveId | id} for the move that created the effect */
readonly moveId: MoveId;
/** If `true`, also restores the target's PP when the effect activates */
readonly restorePP: boolean;
/** The `i18n` key for the message to display when the effect activates */
readonly healMessageKey: string;
}
/**
* Arena tag to contain stored healing effects, namely from
* {@link https://bulbapedia.bulbagarden.net/wiki/Healing_Wish_(move) | Healing Wish}
* and {@link https://bulbapedia.bulbagarden.net/wiki/Lunar_Dance_(move) | Lunar Dance}.
* When a damaged Pokemon first enters the effect's {@linkcode BattlerIndex | field position},
* their HP is fully restored, and they are cured of any non-volatile status condition.
* If the effect is from Lunar Dance, their PP is also restored.
* @extends ArenaTag
*/
export class PendingHealTag extends ArenaTag {
/** All pending healing effects, organized by {@linkcode BattlerIndex} */
private pendingHeals: Partial<Record<BattlerIndex, PendingHealEffect[]>> = {};
constructor() {
super(ArenaTagType.PENDING_HEAL, 0);
}
/**
* Adds a pending healing effect to the field. Effects under the same move *and*
* target index as an existing effect are ignored.
* @param targetIndex - The {@linkcode BattlerIndex} under which the effect applies
* @param healEffect - The {@linkcode PendingHealEffect | data} for the pending heal effect
*/
public queueHeal(targetIndex: BattlerIndex, healEffect: PendingHealEffect): void {
const existingHealEffects = this.pendingHeals[targetIndex];
if (existingHealEffects) {
if (!existingHealEffects.some(he => he.moveId === healEffect.moveId)) {
existingHealEffects.push(healEffect);
}
} else {
this.pendingHeals[targetIndex] = [healEffect];
}
}
/** Removes default on-remove message */
override onRemove(_arena: Arena): void {}
/** This arena tag is removed at the end of the turn if no pending healing effects are on the field */
override lapse(_arena: Arena): boolean {
for (const key in this.pendingHeals) {
if (this.pendingHeals[key].length > 0) {
return true;
}
}
return false;
}
/**
* Applies a pending healing effect on the given target index. If an effect is found for
* the index, the Pokemon at that index is healed to full HP, is cured of any non-volatile status,
* and has its PP fully restored (if the effect is from Lunar Dance).
* @param arena - The {@linkcode Arena} containing this tag
* @param simulated - If `true`, suppresses changes to game state
* @param pokemon - The {@linkcode Pokemon} receiving the healing effect
* @returns `true` if the target Pokemon was healed by this effect
* @todo This should also be called when a Pokemon moves into a new position via Ally Switch
*/
override apply(arena: Arena, simulated: boolean, pokemon: Pokemon): boolean {
const targetIndex = pokemon.getBattlerIndex();
const targetEffects = this.pendingHeals[targetIndex];
if (simulated) {
return !!targetEffects?.length;
}
const healEffect = targetEffects?.find(effect => this.canApply(effect, pokemon));
if (targetEffects && healEffect) {
const { sourceId, moveId, restorePP, healMessageKey } = healEffect;
const sourcePokemon = globalScene.getPokemonById(sourceId);
if (!sourcePokemon) {
console.warn(`Source of pending ${allMoves[moveId].name} effect is undefined!`);
targetEffects.splice(targetEffects.indexOf(healEffect), 1);
// Re-evaluate after the invalid heal effect is removed
return this.apply(arena, simulated, pokemon);
}
globalScene.phaseManager.unshiftNew(
"PokemonHealPhase",
targetIndex,
pokemon.getMaxHp(),
i18next.t(healMessageKey, { pokemonName: getPokemonNameWithAffix(sourcePokemon) }),
true,
false,
false,
true,
false,
restorePP,
);
targetEffects.splice(targetEffects.indexOf(healEffect), 1);
}
return !isNullOrUndefined(healEffect);
}
/**
* Determines if the given {@linkcode PendingHealEffect} can immediately heal
* the given target {@linkcode Pokemon}.
* @param healEffect - The {@linkcode PendingHealEffect} to evaluate
* @param pokemon - The {@linkcode Pokemon} to evaluate against
* @returns `true` if the Pokemon can be healed by the effect
*/
private canApply(healEffect: PendingHealEffect, pokemon: Pokemon): boolean {
return (
!pokemon.isFullHp() ||
!isNullOrUndefined(pokemon.status) ||
(healEffect.restorePP && pokemon.getMoveset().some(mv => mv.ppUsed > 0))
);
}
override loadTag(source: ArenaTag | any): void {
super.loadTag(source);
this.pendingHeals = source.pendingHeals;
}
}
// TODO: swap `sourceMove` and `sourceId` and make `sourceMove` an optional parameter // TODO: swap `sourceMove` and `sourceId` and make `sourceMove` an optional parameter
export function getArenaTag( export function getArenaTag(
tagType: ArenaTagType, tagType: ArenaTagType,
@ -1613,6 +1745,8 @@ export function getArenaTag(
return new FairyLockTag(turnCount, sourceId); return new FairyLockTag(turnCount, sourceId);
case ArenaTagType.NEUTRALIZING_GAS: case ArenaTagType.NEUTRALIZING_GAS:
return new SuppressAbilitiesTag(sourceId); return new SuppressAbilitiesTag(sourceId);
case ArenaTagType.PENDING_HEAL:
return new PendingHealTag();
default: default:
return null; return null;
} }

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@ -30,7 +30,7 @@ import { getTypeDamageMultiplier } from "../type";
import { PokemonType } from "#enums/pokemon-type"; import { PokemonType } from "#enums/pokemon-type";
import { BooleanHolder, NumberHolder, isNullOrUndefined, toDmgValue, randSeedItem, randSeedInt, getEnumValues, toReadableString, type Constructor, randSeedFloat } from "#app/utils/common"; import { BooleanHolder, NumberHolder, isNullOrUndefined, toDmgValue, randSeedItem, randSeedInt, getEnumValues, toReadableString, type Constructor, randSeedFloat } from "#app/utils/common";
import { WeatherType } from "#enums/weather-type"; import { WeatherType } from "#enums/weather-type";
import type { ArenaTrapTag } from "../arena-tag"; import type { ArenaTrapTag, PendingHealTag } from "../arena-tag";
import { WeakenMoveTypeTag } from "../arena-tag"; import { WeakenMoveTypeTag } from "../arena-tag";
import { ArenaTagSide } from "#enums/arena-tag-side"; import { ArenaTagSide } from "#enums/arena-tag-side";
import { import {
@ -2082,24 +2082,16 @@ export class SacrificialFullRestoreAttr extends SacrificialAttr {
return false; return false;
} }
// We don't know which party member will be chosen, so pick the highest max HP in the party globalScene.arena.addTag(ArenaTagType.PENDING_HEAL, 0, move.id, user.id);
const party = user.isPlayer() ? globalScene.getPlayerParty() : globalScene.getEnemyParty(); const tag = globalScene.arena.getTag(ArenaTagType.PENDING_HEAL) as PendingHealTag;
const maxPartyMemberHp = party.map(p => p.getMaxHp()).reduce((maxHp: number, hp: number) => Math.max(hp, maxHp), 0); if (tag) {
tag.queueHeal(user.getBattlerIndex(), {
const pm = globalScene.phaseManager; sourceId: user.id,
moveId: move.id,
pm.pushPhase( restorePP: this.restorePP,
pm.create("PokemonHealPhase", healMessageKey: i18next.t(this.moveMessage, { pokemonName: getPokemonNameWithAffix(user) }),
user.getBattlerIndex(), });
maxPartyMemberHp, }
i18next.t(this.moveMessage, { pokemonName: getPokemonNameWithAffix(user) }),
true,
false,
false,
true,
false,
this.restorePP),
true);
return true; return true;
} }

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@ -29,5 +29,6 @@ export enum ArenaTagType {
WATER_FIRE_PLEDGE = "WATER_FIRE_PLEDGE", WATER_FIRE_PLEDGE = "WATER_FIRE_PLEDGE",
GRASS_WATER_PLEDGE = "GRASS_WATER_PLEDGE", GRASS_WATER_PLEDGE = "GRASS_WATER_PLEDGE",
FAIRY_LOCK = "FAIRY_LOCK", FAIRY_LOCK = "FAIRY_LOCK",
NEUTRALIZING_GAS = "NEUTRALIZING_GAS" NEUTRALIZING_GAS = "NEUTRALIZING_GAS",
PENDING_HEAL = "PENDING_HEAL"
} }

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@ -225,7 +225,6 @@ export class PhaseManager {
/** overrides default of inserting phases to end of phaseQueuePrepend array. Useful for inserting Phases "out of order" */ /** overrides default of inserting phases to end of phaseQueuePrepend array. Useful for inserting Phases "out of order" */
private phaseQueuePrependSpliceIndex = -1; private phaseQueuePrependSpliceIndex = -1;
private nextCommandPhaseQueue: Phase[] = [];
/** Storage for {@linkcode PhasePriorityQueue}s which hold phases whose order dynamically changes */ /** Storage for {@linkcode PhasePriorityQueue}s which hold phases whose order dynamically changes */
private dynamicPhaseQueues: PhasePriorityQueue[]; private dynamicPhaseQueues: PhasePriorityQueue[];
@ -268,11 +267,11 @@ export class PhaseManager {
* @param phase {@linkcode Phase} the phase to add * @param phase {@linkcode Phase} the phase to add
* @param defer boolean on which queue to add to, defaults to false, and adds to phaseQueue * @param defer boolean on which queue to add to, defaults to false, and adds to phaseQueue
*/ */
pushPhase(phase: Phase, defer = false): void { pushPhase(phase: Phase): void {
if (this.getDynamicPhaseType(phase) !== undefined) { if (this.getDynamicPhaseType(phase) !== undefined) {
this.pushDynamicPhase(phase); this.pushDynamicPhase(phase);
} else { } else {
(!defer ? this.phaseQueue : this.nextCommandPhaseQueue).push(phase); this.phaseQueue.push(phase);
} }
} }
@ -299,7 +298,7 @@ export class PhaseManager {
* Clears all phase-related stuff, including all phase queues, the current and standby phases, and a splice index * Clears all phase-related stuff, including all phase queues, the current and standby phases, and a splice index
*/ */
clearAllPhases(): void { clearAllPhases(): void {
for (const queue of [this.phaseQueue, this.phaseQueuePrepend, this.conditionalQueue, this.nextCommandPhaseQueue]) { for (const queue of [this.phaseQueue, this.phaseQueuePrepend, this.conditionalQueue]) {
queue.splice(0, queue.length); queue.splice(0, queue.length);
} }
this.dynamicPhaseQueues.forEach(queue => queue.clear()); this.dynamicPhaseQueues.forEach(queue => queue.clear());
@ -583,10 +582,6 @@ export class PhaseManager {
* Moves everything from nextCommandPhaseQueue to phaseQueue (keeping order) * Moves everything from nextCommandPhaseQueue to phaseQueue (keeping order)
*/ */
private populatePhaseQueue(): void { private populatePhaseQueue(): void {
if (this.nextCommandPhaseQueue.length) {
this.phaseQueue.push(...this.nextCommandPhaseQueue);
this.nextCommandPhaseQueue.splice(0, this.nextCommandPhaseQueue.length);
}
this.phaseQueue.push(new TurnInitPhase()); this.phaseQueue.push(new TurnInitPhase());
} }

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@ -63,7 +63,8 @@ export class PokemonHealPhase extends CommonAnimPhase {
} }
const hasMessage = !!this.message; const hasMessage = !!this.message;
const healOrDamage = !pokemon.isFullHp() || this.hpHealed < 0; const canRestorePP = this.fullRestorePP && pokemon.getMoveset().some(mv => mv.ppUsed > 0);
const healOrDamage = !pokemon.isFullHp() || this.hpHealed < 0 || canRestorePP;
const healBlock = pokemon.getTag(BattlerTagType.HEAL_BLOCK) as HealBlockTag; const healBlock = pokemon.getTag(BattlerTagType.HEAL_BLOCK) as HealBlockTag;
let lastStatusEffect = StatusEffect.NONE; let lastStatusEffect = StatusEffect.NONE;

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@ -5,6 +5,7 @@ import { PokemonPhase } from "./pokemon-phase";
import { MysteryEncounterPostSummonTag } from "#app/data/battler-tags"; import { MysteryEncounterPostSummonTag } from "#app/data/battler-tags";
import { BattlerTagType } from "#enums/battler-tag-type"; import { BattlerTagType } from "#enums/battler-tag-type";
import { applyAbAttrs } from "#app/data/abilities/apply-ab-attrs"; import { applyAbAttrs } from "#app/data/abilities/apply-ab-attrs";
import { ArenaTagType } from "#enums/arena-tag-type";
export class PostSummonPhase extends PokemonPhase { export class PostSummonPhase extends PokemonPhase {
public readonly phaseName = "PostSummonPhase"; public readonly phaseName = "PostSummonPhase";
@ -16,6 +17,9 @@ export class PostSummonPhase extends PokemonPhase {
if (pokemon.status?.effect === StatusEffect.TOXIC) { if (pokemon.status?.effect === StatusEffect.TOXIC) {
pokemon.status.toxicTurnCount = 0; pokemon.status.toxicTurnCount = 0;
} }
globalScene.arena.applyTags(ArenaTagType.PENDING_HEAL, false, pokemon);
globalScene.arena.applyTags(ArenaTrapTag, false, pokemon); globalScene.arena.applyTags(ArenaTrapTag, false, pokemon);
// If this is mystery encounter and has post summon phase tag, apply post summon effects // If this is mystery encounter and has post summon phase tag, apply post summon effects

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@ -285,6 +285,12 @@ export class ArenaFlyout extends Phaser.GameObjects.Container {
switch (arenaEffectChangedEvent.constructor) { switch (arenaEffectChangedEvent.constructor) {
case TagAddedEvent: { case TagAddedEvent: {
const tagAddedEvent = arenaEffectChangedEvent as TagAddedEvent; const tagAddedEvent = arenaEffectChangedEvent as TagAddedEvent;
const excludedTags = [ArenaTagType.PENDING_HEAL];
if (excludedTags.includes(tagAddedEvent.arenaTagType)) {
return;
}
const isArenaTrapTag = globalScene.arena.getTag(tagAddedEvent.arenaTagType) instanceof ArenaTrapTag; const isArenaTrapTag = globalScene.arena.getTag(tagAddedEvent.arenaTagType) instanceof ArenaTrapTag;
let arenaEffectType: ArenaEffectType; let arenaEffectType: ArenaEffectType;

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@ -0,0 +1,246 @@
import { AbilityId } from "#enums/ability-id";
import { ArenaTagType } from "#enums/arena-tag-type";
import { Challenges } from "#enums/challenges";
import { MoveId } from "#enums/move-id";
import { MoveResult } from "#enums/move-result";
import { PokemonType } from "#enums/pokemon-type";
import { SpeciesId } from "#enums/species-id";
import { StatusEffect } from "#enums/status-effect";
import GameManager from "#test/testUtils/gameManager";
import Phaser from "phaser";
import { afterEach, beforeAll, beforeEach, describe, expect, it } from "vitest";
describe("Moves - Lunar Dance and Healing Wish", () => {
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("double").enemyAbility(AbilityId.BALL_FETCH).enemyMoveset(MoveId.SPLASH);
});
describe.each([
{ moveName: "Healing Wish", moveId: MoveId.HEALING_WISH },
{ moveName: "Lunar Dance", moveId: MoveId.LUNAR_DANCE },
])("$moveName", ({ moveId }) => {
it("should sacrifice the user to restore the switched in Pokemon's HP", async () => {
await game.classicMode.startBattle([SpeciesId.BULBASAUR, SpeciesId.CHARMANDER, SpeciesId.SQUIRTLE]);
const [bulbasaur, charmander, squirtle] = game.scene.getPlayerParty();
squirtle.hp = 1;
game.move.use(MoveId.SPLASH, 0);
game.move.use(moveId, 1);
game.doSelectPartyPokemon(2);
await game.toNextTurn();
expect(bulbasaur.isFullHp());
expect(charmander.isFainted()).toBeTruthy();
expect(squirtle.isFullHp());
});
it("should sacrifice the user to cure the switched in Pokemon's status", async () => {
game.override.statusEffect(StatusEffect.BURN);
await game.classicMode.startBattle([SpeciesId.BULBASAUR, SpeciesId.CHARMANDER, SpeciesId.SQUIRTLE]);
const [bulbasaur, charmander, squirtle] = game.scene.getPlayerParty();
game.move.use(MoveId.SPLASH, 0);
game.move.use(moveId, 1);
game.doSelectPartyPokemon(2);
await game.toNextTurn();
expect(bulbasaur.status?.effect).toEqual(StatusEffect.BURN);
expect(charmander.isFainted()).toBeTruthy();
expect(squirtle.status?.effect).toBeUndefined();
});
it("should fail if the user has no non-fainted allies in their party", async () => {
game.override.battleStyle("single");
await game.classicMode.startBattle([SpeciesId.BULBASAUR, SpeciesId.CHARMANDER]);
const [bulbasaur, charmander] = game.scene.getPlayerParty();
game.move.use(MoveId.MEMENTO);
game.doSelectPartyPokemon(1);
await game.toNextTurn();
expect(bulbasaur.isFainted()).toBeTruthy();
expect(charmander.isActive(true)).toBeTruthy();
game.move.use(moveId);
await game.toEndOfTurn();
expect(charmander.isFullHp());
expect(charmander.getLastXMoves()[0].result).toEqual(MoveResult.FAIL);
});
it("should fail if the user has no challenge-eligible allies", async () => {
game.override.battleStyle("single");
// Mono normal challenge
game.challengeMode.addChallenge(Challenges.SINGLE_TYPE, PokemonType.NORMAL + 1, 0);
await game.challengeMode.startBattle([SpeciesId.RATICATE, SpeciesId.ODDISH]);
const [raticate] = game.scene.getPlayerParty();
game.move.use(moveId);
await game.toNextTurn();
expect(raticate.isFullHp());
expect(raticate.getLastXMoves()[0].result).toEqual(MoveResult.FAIL);
});
it("should store its effect if the switched-in Pokemon is perfectly healthy", async () => {
game.override.battleStyle("single");
await game.classicMode.startBattle([SpeciesId.BULBASAUR, SpeciesId.CHARMANDER, SpeciesId.SQUIRTLE]);
const [bulbasaur, charmander, squirtle] = game.scene.getPlayerParty();
squirtle.hp = 1;
game.move.use(moveId);
game.doSelectPartyPokemon(1);
await game.toEndOfTurn();
expect(bulbasaur.isFainted()).toBeTruthy();
expect(charmander.isFullHp());
expect(game.phaseInterceptor.log).not.toContain("PokemonHealPhase");
expect(game.scene.arena.getTag(ArenaTagType.PENDING_HEAL)).toBeDefined();
await game.toNextTurn();
// Switch to damaged Squirtle. HW/LD's effect should activate
game.doSwitchPokemon(2);
await game.toEndOfTurn();
expect(squirtle.isFullHp());
expect(game.scene.arena.getTag(ArenaTagType.PENDING_HEAL)).toBeUndefined();
// Set Charmander's HP to 1, then switch back to Charmander.
// HW/LD shouldn't activate again
charmander.hp = 1;
game.doSwitchPokemon(2);
await game.toEndOfTurn();
expect(charmander.hp).toBe(1);
});
it("should only store one charge of the effect at a time", async () => {
game.override.battleStyle("single");
await game.classicMode.startBattle([
SpeciesId.BULBASAUR,
SpeciesId.CHARMANDER,
SpeciesId.SQUIRTLE,
SpeciesId.PIKACHU,
]);
const [bulbasaur, charmander, squirtle, pikachu] = game.scene.getPlayerParty();
[squirtle, pikachu].forEach(p => (p.hp = 1));
// Use HW/LD and send in Charmander. HW/LD's effect should be stored
game.move.use(moveId);
game.doSelectPartyPokemon(1);
await game.toNextTurn();
expect(bulbasaur.isFainted()).toBeTruthy();
expect(charmander.isFullHp());
expect(game.phaseInterceptor.log).not.toContain("PokemonHealPhase");
expect(game.scene.arena.getTag(ArenaTagType.PENDING_HEAL)).toBeDefined();
// Use HW/LD again, sending in Squirtle. HW/LD should activate and heal Squirtle
game.move.use(moveId);
game.doSelectPartyPokemon(2);
await game.toNextTurn();
expect(charmander.isFainted()).toBeTruthy();
expect(squirtle.isFullHp());
// Switch again to Pikachu. HW/LD's effect shouldn't be present
game.doSwitchPokemon(3);
await game.toEndOfTurn();
expect(pikachu.isFullHp()).not.toBeTruthy();
});
});
it("Lunar Dance should sacrifice the user to restore the switched in Pokemon's PP", async () => {
game.override.battleStyle("single");
await game.classicMode.startBattle([SpeciesId.BULBASAUR, SpeciesId.CHARMANDER]);
const [bulbasaur, charmander] = game.scene.getPlayerParty();
[bulbasaur, charmander].forEach(p => game.move.changeMoveset(p, [MoveId.LUNAR_DANCE, MoveId.SPLASH]));
game.move.select(MoveId.SPLASH);
await game.toNextTurn();
game.doSwitchPokemon(1);
await game.toNextTurn();
game.move.select(MoveId.LUNAR_DANCE);
game.doSelectPartyPokemon(1);
await game.toNextTurn();
expect(charmander.isFainted()).toBeTruthy();
bulbasaur.getMoveset().forEach(mv => expect(mv.ppUsed).toBe(0));
});
it("should stack with each other", async () => {
game.override.battleStyle("single");
await game.classicMode.startBattle([
SpeciesId.BULBASAUR,
SpeciesId.CHARMANDER,
SpeciesId.SQUIRTLE,
SpeciesId.PIKACHU,
]);
const [bulbasaur, charmander, squirtle, pikachu] = game.scene.getPlayerParty();
[squirtle, pikachu].forEach(p => {
p.hp = 1;
p.getMoveset().forEach(mv => (mv.ppUsed = 1));
});
game.move.use(MoveId.LUNAR_DANCE);
game.doSelectPartyPokemon(1);
await game.toNextTurn();
expect(bulbasaur.isFainted()).toBeTruthy();
expect(charmander.isFullHp());
expect(game.phaseInterceptor.log).not.toContain("PokemonHealPhase");
expect(game.scene.arena.getTag(ArenaTagType.PENDING_HEAL)).toBeDefined();
game.move.use(MoveId.HEALING_WISH);
game.doSelectPartyPokemon(2);
// Lunar Dance should apply first since it was used first, restoring Squirtle's HP and PP
await game.toNextTurn();
expect(squirtle.isFullHp());
squirtle.getMoveset().forEach(mv => expect(mv.ppUsed).toBe(0));
expect(game.scene.arena.getTag(ArenaTagType.PENDING_HEAL)).toBeDefined();
game.doSwitchPokemon(3);
// Healing Wish should apply on the next switch, restoring Pikachu's HP
await game.toEndOfTurn();
expect(pikachu.isFullHp());
pikachu.getMoveset().forEach(mv => expect(mv.ppUsed).toBe(1));
expect(game.scene.arena.getTag(ArenaTagType.PENDING_HEAL)).toBeUndefined();
});
});

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@ -1,77 +0,0 @@
import { StatusEffect } from "#app/enums/status-effect";
import { CommandPhase } from "#app/phases/command-phase";
import { AbilityId } from "#enums/ability-id";
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, it, expect } from "vitest";
describe("Moves - Lunar Dance", () => {
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
.statusEffect(StatusEffect.BURN)
.battleStyle("double")
.enemyAbility(AbilityId.BALL_FETCH)
.enemyMoveset(MoveId.SPLASH);
});
it("should full restore HP, PP and status of switched in pokemon, then fail second use because no remaining backup pokemon in party", async () => {
await game.classicMode.startBattle([SpeciesId.BULBASAUR, SpeciesId.ODDISH, SpeciesId.RATTATA]);
const [bulbasaur, oddish, rattata] = game.scene.getPlayerParty();
game.move.changeMoveset(bulbasaur, [MoveId.LUNAR_DANCE, MoveId.SPLASH]);
game.move.changeMoveset(oddish, [MoveId.LUNAR_DANCE, MoveId.SPLASH]);
game.move.changeMoveset(rattata, [MoveId.LUNAR_DANCE, MoveId.SPLASH]);
game.move.select(MoveId.SPLASH, 0);
game.move.select(MoveId.SPLASH, 1);
await game.phaseInterceptor.to(CommandPhase);
await game.toNextTurn();
// Bulbasaur should still be burned and have used a PP for splash and not at max hp
expect(bulbasaur.status?.effect).toBe(StatusEffect.BURN);
expect(bulbasaur.moveset[1]?.ppUsed).toBe(1);
expect(bulbasaur.hp).toBeLessThan(bulbasaur.getMaxHp());
// Switch out Bulbasaur for Rattata so we can swtich bulbasaur back in with lunar dance
game.doSwitchPokemon(2);
game.move.select(MoveId.SPLASH, 1);
await game.phaseInterceptor.to(CommandPhase);
await game.toNextTurn();
game.move.select(MoveId.SPLASH, 0);
game.move.select(MoveId.LUNAR_DANCE);
game.doSelectPartyPokemon(2);
await game.phaseInterceptor.to("SwitchPhase", false);
await game.toNextTurn();
// Bulbasaur should NOT have any status and have full PP for splash and be at max hp
expect(bulbasaur.status?.effect).toBeUndefined();
expect(bulbasaur.moveset[1]?.ppUsed).toBe(0);
expect(bulbasaur.isFullHp()).toBe(true);
game.move.select(MoveId.SPLASH, 0);
game.move.select(MoveId.LUNAR_DANCE);
await game.phaseInterceptor.to(CommandPhase);
await game.toNextTurn();
// Using Lunar dance again should fail because nothing in party and rattata should be alive
expect(rattata.status?.effect).toBe(StatusEffect.BURN);
expect(rattata.hp).toBeLessThan(rattata.getMaxHp());
});
});