mirror of
https://github.com/pagefaultgames/pokerogue.git
synced 2025-07-05 07:52:17 +02:00
Fixed Arena Trap tests and refactored SwitchSummonPhase
to be slightly less janky
This commit is contained in:
parent
2b0484a7cb
commit
5f1c98cac6
@ -129,6 +129,10 @@ export function ForceSwitch<TBase extends SubMoveOrAbAttr>(Base: TBase) {
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This ensures ability ignore effects will persist for the duration of the switch (for hazards, etc).
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*/
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/**
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* Method to handle switching out a player Pokemon.
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* @param switchOutTarget - The {@linkcode PlayerPokemon} to be switched out.
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*/
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private trySwitchPlayerPokemon(switchOutTarget: PlayerPokemon): void {
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// If not forced to switch, add a SwitchPhase to allow picking the next switched in Pokemon.
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if (this.switchType !== SwitchType.FORCE_SWITCH) {
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@ -149,6 +153,10 @@ export function ForceSwitch<TBase extends SubMoveOrAbAttr>(Base: TBase) {
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);
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}
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/**
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* Method to handle switching out an opposing trainer's Pokemon.
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* @param switchOutTarget - The {@linkcode EnemyPokemon} to be switched out.
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*/
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private trySwitchTrainerPokemon(switchOutTarget: EnemyPokemon): void {
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// fallback for no trainer
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if (!globalScene.currentBattle.trainer) {
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@ -169,8 +177,12 @@ export function ForceSwitch<TBase extends SubMoveOrAbAttr>(Base: TBase) {
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);
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}
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/**
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* Method to handle fleeing a wild enemy Pokemon, redirecting incoming moves to its ally as applicable.
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* @param switchOutTarget - The {@linkcode EnemyPokemon} fleeing the battle.
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*/
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private tryFleeWildPokemon(switchOutTarget: EnemyPokemon): void {
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// flee wild pokemon, redirecting moves to an ally in doubles as applicable.
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switchOutTarget.leaveField(true);
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globalScene.queueMessage(
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i18next.t("moveTriggers:fled", { pokemonName: getPokemonNameWithAffix(switchOutTarget) }),
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null,
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@ -48,6 +48,7 @@ import {
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ConfusionOnStatusEffectAbAttr,
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FieldMoveTypePowerBoostAbAttr,
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FieldPreventExplosiveMovesAbAttr,
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ForceSwitchOutImmunityAbAttr,
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HealFromBerryUseAbAttr,
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IgnoreContactAbAttr,
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IgnoreMoveEffectsAbAttr,
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@ -6222,6 +6223,7 @@ export class RevivalBlessingAttr extends MoveEffectAttr {
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/**
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* Attribute to forcibly switch out the user or target of a Move.
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*/
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// TODO: Add custom failure text & locales
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export class ForceSwitchOutAttr extends ForceSwitch(MoveEffectAttr) {
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constructor(
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selfSwitch: boolean = false,
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@ -6279,6 +6281,14 @@ export class ForceSwitchOutAttr extends ForceSwitch(MoveEffectAttr) {
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};
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}
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getFailedText(_user: Pokemon, target: Pokemon, _move: Move): string | undefined {
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const blockedByAbility = new BooleanHolder(false);
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applyAbAttrs(ForceSwitchOutImmunityAbAttr, target, blockedByAbility);
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if (blockedByAbility.value) {
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return i18next.t("moveTriggers:cannotBeSwitchedOut", { pokemonName: getPokemonNameWithAffix(target) });
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}
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}
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getUserBenefitScore(user: Pokemon, target: Pokemon, move: Move): number {
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const reservePartyMembers = globalScene.getBackupPartyMemberIndices(user.isPlayer() === this.selfSwitch, !user.isPlayer() ? (user as EnemyPokemon).trainerSlot : undefined)
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if (reservePartyMembers.length === 0) {
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@ -342,7 +342,7 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
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public luck: number;
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public pauseEvolutions: boolean;
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public pokerus: boolean;
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// TODO: Document these
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/** Whether this Pokemon is currently attempting to switch in. */
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public switchOutStatus = false;
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public evoCounter: number;
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public teraType: PokemonType;
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@ -39,16 +39,12 @@ export class CheckSwitchPhase extends BattlePhase {
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}
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// ...if there are no other allowed Pokemon in the player's party to switch with
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if (
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!globalScene
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.getPlayerParty()
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.slice(1)
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.filter(p => p.isActive()).length
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) {
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if (globalScene.getBackupPartyMemberIndices(true).length === 0) {
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return super.end();
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}
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// ...or if any player Pokemon has an effect that prevents the checked Pokemon from switching
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// TODO: Ignore trapping check if baton item is held (since those bypass trapping)
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if (
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pokemon.getTag(BattlerTagType.FRENZY) ||
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pokemon.isTrapped() ||
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@ -276,7 +276,7 @@ export class SummonPhase extends PartyMemberPokemonPhase {
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globalScene.unshiftPhase(new ShinySparklePhase(pokemon.getBattlerIndex()));
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}
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pokemon.resetTurnData();
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pokemon.resetTurnData(); // TODO: this can probably be removed...???
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if (
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!this.loaded ||
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@ -19,16 +19,17 @@ import { SwitchType } from "#enums/switch-type";
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export class SwitchSummonPhase extends SummonPhase {
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private readonly switchType: SwitchType;
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private readonly slotIndex: number;
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private readonly doReturn: boolean;
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private slotIndex: number;
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private lastPokemon: Pokemon;
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/**
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* Constructor for creating a new {@linkcode SwitchSummonPhase}, the phase where player and enemy Pokemon are switched out.
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* Constructor for creating a new {@linkcode SwitchSummonPhase}, the phase where player and enemy Pokemon are switched out
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* and replaced by another Pokemon from the same party.
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* @param switchType - The type of switch behavior
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* @param fieldIndex - Position on the battle field
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* @param slotIndex - The index of pokemon (in party of 6) to switch into
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* @param fieldIndex - The position on field of the Pokemon being switched out
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* @param slotIndex - The 0-indexed party position of the Pokemon switching in, or `-1` to use the default trainer switch logic.
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* @param doReturn - Whether to render "comeback" dialogue
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* @param player - Whether the switch came from the player or enemy; default `true`
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*/
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@ -40,6 +41,9 @@ export class SwitchSummonPhase extends SummonPhase {
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this.doReturn = doReturn;
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}
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// TODO: This is calling `applyPreSummonAbAttrs` both far too early and on the wrong pokemon;
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// `super.start` calls applyPreSummonAbAttrs(PreSummonAbAttr, this.getPokemon()),
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// and `this.getPokemon` is the pokemon SWITCHING OUT, NOT IN
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start(): void {
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super.start();
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}
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@ -47,36 +51,35 @@ export class SwitchSummonPhase extends SummonPhase {
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preSummon(): void {
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const switchOutPokemon = this.getPokemon();
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// if the target is still on-field, remove it and/or hide its info container.
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// Effects are kept to be transferred to the new Pokemon if applicable
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// TODO: Make moves that switch out pokemon defer to this phase
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if (switchOutPokemon.isOnField()) {
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switchOutPokemon.leaveField(false, switchOutPokemon.getBattleInfo()?.visible);
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}
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if (!this.player) {
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// For enemy trainers, pick a pokemon to switch to and/or display the opposing pokeball tray
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if (!this.player && globalScene.currentBattle.trainer) {
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if (this.slotIndex === -1) {
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//@ts-ignore
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this.slotIndex = globalScene.currentBattle.trainer?.getNextSummonIndex(
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!this.fieldIndex ? TrainerSlot.TRAINER : TrainerSlot.TRAINER_PARTNER,
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); // TODO: what would be the default trainer-slot fallback?
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this.slotIndex = globalScene.currentBattle.trainer.getNextSummonIndex(this.getTrainerSlotFromFieldIndex());
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}
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// TODO: Remove this check since `getNextSummonIndex` _should_ always return a number between 0 and party length inclusive
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if (this.slotIndex > -1) {
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this.showEnemyTrainer(!(this.fieldIndex % 2) ? TrainerSlot.TRAINER : TrainerSlot.TRAINER_PARTNER);
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this.showEnemyTrainer(this.getTrainerSlotFromFieldIndex());
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globalScene.pbTrayEnemy.showPbTray(globalScene.getEnemyParty());
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}
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}
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if (
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!this.doReturn ||
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// TODO: this part of the check need not exist `- `switchAndSummon` returns near immediately if we have no pokemon to switch into
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(this.slotIndex !== -1 &&
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!(this.player ? globalScene.getPlayerParty() : globalScene.getEnemyParty())[this.slotIndex])
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) {
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// If the target is still on-field, remove it and/or hide its info container.
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// Effects are kept to be transferred to the new Pokemon later on.
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if (switchOutPokemon.isOnField()) {
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switchOutPokemon.leaveField(false, switchOutPokemon.getBattleInfo()?.visible);
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}
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if (this.player) {
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this.switchAndSummon();
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return;
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} else {
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globalScene.time.delayedCall(750, () => this.switchAndSummon());
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}
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globalScene.time.delayedCall(750, () => this.switchAndSummon());
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return;
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}
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@ -84,7 +87,8 @@ export class SwitchSummonPhase extends SummonPhase {
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enemyPokemon.removeTagsBySourceId(switchOutPokemon.id),
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);
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if (this.switchType === SwitchType.SWITCH || this.switchType === SwitchType.INITIAL_SWITCH) {
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// If not transferring a substitute, play animation to remove it from the field
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if (!this.shouldKeepEffects()) {
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const substitute = switchOutPokemon.getTag(SubstituteTag);
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if (substitute) {
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globalScene.tweens.add({
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@ -103,9 +107,7 @@ export class SwitchSummonPhase extends SummonPhase {
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pokemonName: getPokemonNameWithAffix(switchOutPokemon),
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})
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: i18next.t("battle:trainerComeBack", {
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trainerName: globalScene.currentBattle.trainer?.getName(
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!(this.fieldIndex % 2) ? TrainerSlot.TRAINER : TrainerSlot.TRAINER_PARTNER,
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),
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trainerName: globalScene.currentBattle.trainer?.getName(this.getTrainerSlotFromFieldIndex()),
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pokemonName: switchOutPokemon.getNameToRender(),
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}),
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);
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@ -119,19 +121,21 @@ export class SwitchSummonPhase extends SummonPhase {
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scale: 0.5,
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onComplete: () => {
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globalScene.time.delayedCall(750, () => this.switchAndSummon());
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switchOutPokemon.leaveField(this.switchType === SwitchType.SWITCH, false);
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switchOutPokemon.leaveField(this.switchType === SwitchType.SWITCH, false); // TODO: do we have to do this right here right now
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},
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});
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}
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switchAndSummon() {
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const party = this.player ? this.getParty() : globalScene.getEnemyParty();
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const switchedInPokemon: Pokemon | undefined = party[this.slotIndex];
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const switchInPokemon: Pokemon | undefined = party[this.slotIndex];
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this.lastPokemon = this.getPokemon();
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applyPreSummonAbAttrs(PreSummonAbAttr, switchedInPokemon);
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applyPreSummonAbAttrs(PreSummonAbAttr, switchInPokemon);
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applyPreSwitchOutAbAttrs(PreSwitchOutAbAttr, this.lastPokemon);
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if (!switchedInPokemon) {
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// TODO: Why do we trigger post switch out attributes even if the switch in target doesn't exist?
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// (This should almost certainly go somewhere inside `preSummon`)
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if (!switchInPokemon) {
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this.end();
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return;
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}
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@ -139,7 +143,7 @@ export class SwitchSummonPhase extends SummonPhase {
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if (this.switchType === SwitchType.BATON_PASS) {
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// If switching via baton pass, update opposing tags coming from the prior pokemon
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(this.player ? globalScene.getEnemyField() : globalScene.getPlayerField()).forEach((enemyPokemon: Pokemon) =>
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enemyPokemon.transferTagsBySourceId(this.lastPokemon.id, switchedInPokemon.id),
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enemyPokemon.transferTagsBySourceId(this.lastPokemon.id, switchInPokemon.id),
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);
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// If the recipient pokemon lacks a baton, give our baton to it during the swap
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@ -147,7 +151,7 @@ export class SwitchSummonPhase extends SummonPhase {
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!globalScene.findModifier(
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m =>
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m instanceof SwitchEffectTransferModifier &&
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(m as SwitchEffectTransferModifier).pokemonId === switchedInPokemon.id,
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(m as SwitchEffectTransferModifier).pokemonId === switchInPokemon.id,
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)
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) {
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const batonPassModifier = globalScene.findModifier(
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@ -159,7 +163,7 @@ export class SwitchSummonPhase extends SummonPhase {
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if (batonPassModifier) {
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globalScene.tryTransferHeldItemModifier(
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batonPassModifier,
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switchedInPokemon,
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switchInPokemon,
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false,
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undefined,
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undefined,
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@ -171,12 +175,14 @@ export class SwitchSummonPhase extends SummonPhase {
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}
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party[this.slotIndex] = this.lastPokemon;
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party[this.fieldIndex] = switchedInPokemon;
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party[this.fieldIndex] = switchInPokemon;
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// TODO: Make this text configurable for Dragon Tail & co.
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// TODO: Make this a method
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const showTextAndSummon = () => {
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globalScene.ui.showText(
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this.player
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? i18next.t("battle:playerGo", {
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pokemonName: getPokemonNameWithAffix(switchedInPokemon),
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pokemonName: getPokemonNameWithAffix(switchInPokemon),
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})
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: i18next.t("battle:trainerGo", {
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trainerName: globalScene.currentBattle.trainer?.getName(
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@ -190,15 +196,15 @@ export class SwitchSummonPhase extends SummonPhase {
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* If this switch is passing a Substitute, make the switched Pokemon matches the returned Pokemon's state as it left.
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* Otherwise, clear any persisting tags on the returned Pokemon.
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*/
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if (this.switchType === SwitchType.BATON_PASS || this.switchType === SwitchType.SHED_TAIL) {
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if (this.shouldKeepEffects()) {
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const substitute = this.lastPokemon.getTag(SubstituteTag);
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if (substitute) {
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switchedInPokemon.x += this.lastPokemon.getSubstituteOffset()[0];
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switchedInPokemon.y += this.lastPokemon.getSubstituteOffset()[1];
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switchedInPokemon.setAlpha(0.5);
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switchInPokemon.x += this.lastPokemon.getSubstituteOffset()[0];
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switchInPokemon.y += this.lastPokemon.getSubstituteOffset()[1];
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switchInPokemon.setAlpha(0.5);
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}
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} else {
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switchedInPokemon.fieldSetup();
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switchInPokemon.fieldSetup();
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}
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this.summon();
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};
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@ -253,4 +259,16 @@ export class SwitchSummonPhase extends SummonPhase {
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queuePostSummon(): void {
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globalScene.unshiftPhase(new PostSummonPhase(this.getPokemon().getBattlerIndex()));
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}
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private shouldKeepEffects(): boolean {
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return [SwitchType.BATON_PASS, SwitchType.SHED_TAIL].includes(this.switchType);
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}
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private getTrainerSlotFromFieldIndex(): TrainerSlot {
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return this.player || !globalScene.currentBattle.trainer
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? TrainerSlot.NONE
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: this.fieldIndex % 2 === 0
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? TrainerSlot.TRAINER
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: TrainerSlot.TRAINER_PARTNER;
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}
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}
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@ -1,10 +1,15 @@
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import { allAbilities } from "#app/data/data-lists";
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import { getPokemonNameWithAffix } from "#app/messages";
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import type CommandUiHandler from "#app/ui/command-ui-handler";
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import { Abilities } from "#enums/abilities";
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import { Button } from "#enums/buttons";
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import { Moves } from "#enums/moves";
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import { Species } from "#enums/species";
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import { UiMode } from "#enums/ui-mode";
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import GameManager from "#test/testUtils/gameManager";
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import i18next from "i18next";
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import Phaser from "phaser";
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import { afterEach, beforeAll, beforeEach, describe, it, expect, vi } from "vitest";
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import { afterEach, beforeAll, beforeEach, describe, it, expect } from "vitest";
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describe("Abilities - Arena Trap", () => {
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let phaserGame: Phaser.Game;
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@ -23,68 +28,94 @@ describe("Abilities - Arena Trap", () => {
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beforeEach(() => {
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game = new GameManager(phaserGame);
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game.override
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.moveset(Moves.SPLASH)
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.moveset([Moves.SPLASH, Moves.TELEPORT])
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.ability(Abilities.ARENA_TRAP)
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.enemySpecies(Species.RALTS)
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.enemyAbility(Abilities.BALL_FETCH)
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.enemyMoveset(Moves.TELEPORT);
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.enemyAbility(Abilities.ARENA_TRAP)
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.enemyMoveset(Moves.SPLASH);
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});
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// TODO: Enable test when Issue #935 is addressed
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it.todo("should not allow grounded Pokémon to flee", async () => {
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// NB: Since switching moves bypass trapping, the only way fleeing can occur is from the player
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// TODO: Implement once forced flee helper exists
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it.todo("should interrupt player flee attempt and display message, unless user has Run Away", async () => {
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game.override.battleStyle("single");
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await game.classicMode.startBattle([Species.DUGTRIO, Species.GOTHITELLE]);
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await game.classicMode.startBattle();
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const enemy = game.scene.getEnemyPokemon()!;
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const enemy = game.scene.getEnemyPokemon();
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game.onNextPrompt("CommandPhase", UiMode.COMMAND, () => {
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// no switch out command should be queued due to arena trap
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expect(game.scene.currentBattle.turnCommands[0]).toBeNull();
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game.move.select(Moves.SPLASH);
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// back out and cancel the flee to avoid timeout
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(game.scene.ui.getHandler() as CommandUiHandler).processInput(Button.CANCEL);
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game.move.select(Moves.SPLASH);
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});
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await game.toNextTurn();
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expect(game.textInterceptor.logs).toContain(
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i18next.t("abilityTriggers:arenaTrap", {
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pokemonNameWithAffix: getPokemonNameWithAffix(enemy),
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abilityName: allAbilities[Abilities.ARENA_TRAP].name,
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}),
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);
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game.override.ability(Abilities.RUN_AWAY);
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// do switch stuff
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await game.toNextTurn();
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expect(enemy).toBe(game.scene.getEnemyPokemon());
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expect(game.scene.currentBattle.waveIndex).toBe(2);
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});
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it("should interrupt player switch attempt and display message", async () => {
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game.override.battleStyle("single").enemyAbility(Abilities.ARENA_TRAP);
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await game.classicMode.startBattle([Species.DUGTRIO, Species.GOTHITELLE]);
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const enemy = game.scene.getEnemyPokemon()!;
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game.doSwitchPokemon(1);
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game.onNextPrompt("CommandPhase", UiMode.PARTY, () => {
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// no switch out command should be queued due to arena trap
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expect(game.scene.currentBattle.turnCommands[0]).toBeNull();
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// back out and cancel the switch to avoid timeout
|
||||
(game.scene.ui.getHandler() as CommandUiHandler).processInput(Button.CANCEL);
|
||||
game.move.select(Moves.SPLASH);
|
||||
});
|
||||
|
||||
await game.toNextTurn();
|
||||
expect(game.textInterceptor.logs).toContain(
|
||||
i18next.t("abilityTriggers:arenaTrap", {
|
||||
pokemonNameWithAffix: getPokemonNameWithAffix(enemy),
|
||||
abilityName: allAbilities[Abilities.ARENA_TRAP].name,
|
||||
}),
|
||||
);
|
||||
});
|
||||
|
||||
it("should guarantee double battle with any one LURE", async () => {
|
||||
game.override.startingModifier([{ name: "LURE" }]).startingWave(2);
|
||||
await game.classicMode.startBattle([Species.DUGTRIO]);
|
||||
|
||||
await game.classicMode.startBattle();
|
||||
|
||||
expect(game.scene.getEnemyField().length).toBe(2);
|
||||
expect(game.scene.getEnemyField()).toHaveLength(2);
|
||||
});
|
||||
|
||||
/**
|
||||
* This checks if the Player Pokemon is able to switch out/run away after the Enemy Pokemon with {@linkcode Abilities.ARENA_TRAP}
|
||||
* is forcefully moved out of the field from moves such as Roar {@linkcode Moves.ROAR}
|
||||
*
|
||||
* Note: It should be able to switch out/run away
|
||||
*/
|
||||
it("should lift if pokemon with this ability leaves the field", async () => {
|
||||
game.override
|
||||
.battleStyle("double")
|
||||
.enemyMoveset(Moves.SPLASH)
|
||||
.moveset([Moves.ROAR, Moves.SPLASH])
|
||||
.ability(Abilities.BALL_FETCH);
|
||||
await game.classicMode.startBattle([Species.MAGIKARP, Species.SUDOWOODO, Species.LUNATONE]);
|
||||
game.override.battleStyle("single").enemyMoveset(Moves.SPLASH).moveset(Moves.ROAR);
|
||||
await game.classicMode.startBattle([Species.MAGIKARP]);
|
||||
|
||||
const [enemy1, enemy2] = game.scene.getEnemyField();
|
||||
const [player1, player2] = game.scene.getPlayerField();
|
||||
const player = game.scene.getPlayerPokemon()!;
|
||||
const enemy = game.scene.getEnemyPokemon()!;
|
||||
|
||||
vi.spyOn(enemy1, "getAbility").mockReturnValue(allAbilities[Abilities.ARENA_TRAP]);
|
||||
expect(player.isTrapped()).toBe(true);
|
||||
expect(enemy.isOnField()).toBe(true);
|
||||
|
||||
game.move.select(Moves.ROAR);
|
||||
game.move.select(Moves.SPLASH, 1);
|
||||
await game.phaseInterceptor.to("TurnEndPhase");
|
||||
|
||||
// This runs the fist command phase where the moves are selected
|
||||
await game.toNextTurn();
|
||||
// During the next command phase the player pokemons should not be trapped anymore
|
||||
game.move.select(Moves.SPLASH);
|
||||
game.move.select(Moves.SPLASH, 1);
|
||||
await game.toNextTurn();
|
||||
|
||||
expect(player1.isTrapped()).toBe(false);
|
||||
expect(player2.isTrapped()).toBe(false);
|
||||
expect(enemy1.isOnField()).toBe(false);
|
||||
expect(enemy2.isOnField()).toBe(true);
|
||||
expect(player.isTrapped()).toBe(false);
|
||||
expect(enemy.isOnField()).toBe(false);
|
||||
});
|
||||
});
|
||||
|
@ -165,6 +165,8 @@ export default class GameManager {
|
||||
* @param mode - The mode to wait for.
|
||||
* @param callback - The callback function to execute on next prompt.
|
||||
* @param expireFn - Optional function to determine if the prompt has expired.
|
||||
* @remarks
|
||||
* If multiple callbacks are queued for the same phase, they will be executed in the order they were added.
|
||||
*/
|
||||
onNextPrompt(
|
||||
phaseTarget: string,
|
||||
|
Loading…
Reference in New Issue
Block a user