[Bug] [Move] Fix poltergeist crash when no remaining enemies (#6473)

* fix: poltergeist crash with no target

* fix: adjust move phase history
This commit is contained in:
Sirz Benjie 2025-09-02 21:44:43 -05:00 committed by GitHub
parent 9fc31350f8
commit 4a28773929
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GPG Key ID: B5690EEEBB952194
3 changed files with 77 additions and 15 deletions

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@ -8164,6 +8164,9 @@ const failIfGhostTypeCondition: MoveConditionFunc = (user: Pokemon, target: Poke
const failIfNoTargetHeldItemsCondition: MoveConditionFunc = (user: Pokemon, target: Pokemon, move: Move) => target.getHeldItems().filter(i => i.isTransferable)?.length > 0;
const attackedByItemMessageFunc = (user: Pokemon, target: Pokemon, move: Move) => {
if (isNullOrUndefined(target)) { // Fix bug when used against targets that have both fainted
return "";
}
const heldItems = target.getHeldItems().filter(i => i.isTransferable);
if (heldItems.length === 0) {
return "";

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@ -24,6 +24,7 @@ import { applyMoveAttrs } from "#moves/apply-attrs";
import { frenzyMissFunc } from "#moves/move-utils";
import type { PokemonMove } from "#moves/pokemon-move";
import { BattlePhase } from "#phases/battle-phase";
import type { TurnMove } from "#types/turn-move";
import { NumberHolder } from "#utils/common";
import { enumValueToKey } from "#utils/enums";
import i18next from "i18next";
@ -41,6 +42,13 @@ export class MovePhase extends BattlePhase {
/** Whether the current move should fail and retain PP. */
protected cancelled = false;
/** The move history entry object that is pushed to the pokemon's move history
*
* @remarks
* Can be edited _after_ being pushed to the history to adjust the result, targets, etc, for this move phase.
*/
protected moveHistoryEntry: TurnMove;
public get pokemon(): Pokemon {
return this._pokemon;
}
@ -82,6 +90,11 @@ export class MovePhase extends BattlePhase {
this.move = move;
this.useMode = useMode;
this.forcedLast = forcedLast;
this.moveHistoryEntry = {
move: MoveId.NONE,
targets,
useMode,
};
}
/**
@ -410,13 +423,9 @@ export class MovePhase extends BattlePhase {
if (showText) {
this.showMoveText();
}
this.pokemon.pushMoveHistory({
move: this.move.moveId,
targets: this.targets,
result: MoveResult.FAIL,
useMode: this.useMode,
});
const moveHistoryEntry = this.moveHistoryEntry;
moveHistoryEntry.result = MoveResult.FAIL;
this.pokemon.pushMoveHistory(moveHistoryEntry);
// Use move-specific failure messages if present before checking terrain/weather blockage
// and falling back to the classic "But it failed!".
@ -630,12 +639,9 @@ export class MovePhase extends BattlePhase {
frenzyMissFunc(this.pokemon, this.move.getMove());
}
this.pokemon.pushMoveHistory({
move: MoveId.NONE,
result: MoveResult.FAIL,
targets: this.targets,
useMode: this.useMode,
});
const moveHistoryEntry = this.moveHistoryEntry;
moveHistoryEntry.result = MoveResult.FAIL;
this.pokemon.pushMoveHistory(moveHistoryEntry);
this.pokemon.lapseTags(BattlerTagLapseType.MOVE_EFFECT);
this.pokemon.lapseTags(BattlerTagLapseType.AFTER_MOVE);
@ -649,13 +655,16 @@ export class MovePhase extends BattlePhase {
* Displays the move's usage text to the player as applicable for the move being used.
*/
public showMoveText(): void {
const moveId = this.move.moveId;
if (
this.move.moveId === MoveId.NONE ||
moveId === MoveId.NONE ||
this.pokemon.getTag(BattlerTagType.RECHARGING) ||
this.pokemon.getTag(BattlerTagType.INTERRUPTED)
) {
return;
}
// Showing move text always adjusts the move history entry's move id
this.moveHistoryEntry.move = moveId;
// TODO: This should be done by the move...
globalScene.phaseManager.queueMessage(
@ -668,7 +677,7 @@ export class MovePhase extends BattlePhase {
// Moves with pre-use messages (Magnitude, Chilly Reception, Fickle Beam, etc.) always display their messages even on failure
// TODO: This assumes single target for message funcs - is this sustainable?
applyMoveAttrs("PreMoveMessageAttr", this.pokemon, this.pokemon.getOpponents(false)[0], this.move.getMove());
applyMoveAttrs("PreMoveMessageAttr", this.pokemon, this.getActiveTargetPokemon()[0], this.move.getMove());
}
/**

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@ -0,0 +1,50 @@
import { AbilityId } from "#enums/ability-id";
import { BattlerIndex } from "#enums/battler-index";
import { MoveId } from "#enums/move-id";
import { MoveResult } from "#enums/move-result";
import { SpeciesId } from "#enums/species-id";
import { GameManager } from "#test/test-utils/game-manager";
import Phaser from "phaser";
import { afterEach, beforeAll, beforeEach, describe, expect, it } from "vitest";
describe("Move - Poltergeist", () => {
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
.ability(AbilityId.BALL_FETCH)
.battleStyle("single")
.criticalHits(false)
.enemySpecies(SpeciesId.MAGIKARP)
.enemyAbility(AbilityId.BALL_FETCH)
.enemyMoveset(MoveId.SPLASH)
.startingLevel(100)
.enemyLevel(100);
});
it("should not crash when used after both opponents have fainted", async () => {
game.override.battleStyle("double").enemyLevel(5);
await game.classicMode.startBattle([SpeciesId.STARYU, SpeciesId.SLOWPOKE]);
game.move.use(MoveId.DAZZLING_GLEAM);
game.move.use(MoveId.POLTERGEIST, BattlerIndex.PLAYER_2, BattlerIndex.ENEMY);
const [_, poltergeistUser] = game.scene.getPlayerField();
await game.setTurnOrder([BattlerIndex.PLAYER, BattlerIndex.PLAYER_2, BattlerIndex.ENEMY, BattlerIndex.ENEMY_2]);
await game.toEndOfTurn();
// Expect poltergeist to have failed
expect(poltergeistUser).toHaveUsedMove({ move: MoveId.POLTERGEIST, result: MoveResult.FAIL });
// If the test makes it to the end of turn, no crash occurred. Nothing to assert
});
});