Fixed Arena Trap tests and refactored SwitchSummonPhase to be slightly less janky

This commit is contained in:
Bertie690 2025-05-19 13:12:39 -04:00
parent 2b0484a7cb
commit 5f1c98cac6
8 changed files with 157 additions and 88 deletions

View File

@ -129,6 +129,10 @@ export function ForceSwitch<TBase extends SubMoveOrAbAttr>(Base: TBase) {
This ensures ability ignore effects will persist for the duration of the switch (for hazards, etc).
*/
/**
* Method to handle switching out a player Pokemon.
* @param switchOutTarget - The {@linkcode PlayerPokemon} to be switched out.
*/
private trySwitchPlayerPokemon(switchOutTarget: PlayerPokemon): void {
// If not forced to switch, add a SwitchPhase to allow picking the next switched in Pokemon.
if (this.switchType !== SwitchType.FORCE_SWITCH) {
@ -149,6 +153,10 @@ export function ForceSwitch<TBase extends SubMoveOrAbAttr>(Base: TBase) {
);
}
/**
* Method to handle switching out an opposing trainer's Pokemon.
* @param switchOutTarget - The {@linkcode EnemyPokemon} to be switched out.
*/
private trySwitchTrainerPokemon(switchOutTarget: EnemyPokemon): void {
// fallback for no trainer
if (!globalScene.currentBattle.trainer) {
@ -169,8 +177,12 @@ export function ForceSwitch<TBase extends SubMoveOrAbAttr>(Base: TBase) {
);
}
/**
* Method to handle fleeing a wild enemy Pokemon, redirecting incoming moves to its ally as applicable.
* @param switchOutTarget - The {@linkcode EnemyPokemon} fleeing the battle.
*/
private tryFleeWildPokemon(switchOutTarget: EnemyPokemon): void {
// flee wild pokemon, redirecting moves to an ally in doubles as applicable.
switchOutTarget.leaveField(true);
globalScene.queueMessage(
i18next.t("moveTriggers:fled", { pokemonName: getPokemonNameWithAffix(switchOutTarget) }),
null,

View File

@ -48,6 +48,7 @@ import {
ConfusionOnStatusEffectAbAttr,
FieldMoveTypePowerBoostAbAttr,
FieldPreventExplosiveMovesAbAttr,
ForceSwitchOutImmunityAbAttr,
HealFromBerryUseAbAttr,
IgnoreContactAbAttr,
IgnoreMoveEffectsAbAttr,
@ -6222,6 +6223,7 @@ export class RevivalBlessingAttr extends MoveEffectAttr {
/**
* Attribute to forcibly switch out the user or target of a Move.
*/
// TODO: Add custom failure text & locales
export class ForceSwitchOutAttr extends ForceSwitch(MoveEffectAttr) {
constructor(
selfSwitch: boolean = false,
@ -6279,6 +6281,14 @@ export class ForceSwitchOutAttr extends ForceSwitch(MoveEffectAttr) {
};
}
getFailedText(_user: Pokemon, target: Pokemon, _move: Move): string | undefined {
const blockedByAbility = new BooleanHolder(false);
applyAbAttrs(ForceSwitchOutImmunityAbAttr, target, blockedByAbility);
if (blockedByAbility.value) {
return i18next.t("moveTriggers:cannotBeSwitchedOut", { pokemonName: getPokemonNameWithAffix(target) });
}
}
getUserBenefitScore(user: Pokemon, target: Pokemon, move: Move): number {
const reservePartyMembers = globalScene.getBackupPartyMemberIndices(user.isPlayer() === this.selfSwitch, !user.isPlayer() ? (user as EnemyPokemon).trainerSlot : undefined)
if (reservePartyMembers.length === 0) {

View File

@ -342,7 +342,7 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
public luck: number;
public pauseEvolutions: boolean;
public pokerus: boolean;
// TODO: Document these
/** Whether this Pokemon is currently attempting to switch in. */
public switchOutStatus = false;
public evoCounter: number;
public teraType: PokemonType;

View File

@ -39,16 +39,12 @@ export class CheckSwitchPhase extends BattlePhase {
}
// ...if there are no other allowed Pokemon in the player's party to switch with
if (
!globalScene
.getPlayerParty()
.slice(1)
.filter(p => p.isActive()).length
) {
if (globalScene.getBackupPartyMemberIndices(true).length === 0) {
return super.end();
}
// ...or if any player Pokemon has an effect that prevents the checked Pokemon from switching
// TODO: Ignore trapping check if baton item is held (since those bypass trapping)
if (
pokemon.getTag(BattlerTagType.FRENZY) ||
pokemon.isTrapped() ||

View File

@ -276,7 +276,7 @@ export class SummonPhase extends PartyMemberPokemonPhase {
globalScene.unshiftPhase(new ShinySparklePhase(pokemon.getBattlerIndex()));
}
pokemon.resetTurnData();
pokemon.resetTurnData(); // TODO: this can probably be removed...???
if (
!this.loaded ||

View File

@ -19,16 +19,17 @@ import { SwitchType } from "#enums/switch-type";
export class SwitchSummonPhase extends SummonPhase {
private readonly switchType: SwitchType;
private readonly slotIndex: number;
private readonly doReturn: boolean;
private slotIndex: number;
private lastPokemon: Pokemon;
/**
* Constructor for creating a new {@linkcode SwitchSummonPhase}, the phase where player and enemy Pokemon are switched out.
* Constructor for creating a new {@linkcode SwitchSummonPhase}, the phase where player and enemy Pokemon are switched out
* and replaced by another Pokemon from the same party.
* @param switchType - The type of switch behavior
* @param fieldIndex - Position on the battle field
* @param slotIndex - The index of pokemon (in party of 6) to switch into
* @param fieldIndex - The position on field of the Pokemon being switched out
* @param slotIndex - The 0-indexed party position of the Pokemon switching in, or `-1` to use the default trainer switch logic.
* @param doReturn - Whether to render "comeback" dialogue
* @param player - Whether the switch came from the player or enemy; default `true`
*/
@ -40,6 +41,9 @@ export class SwitchSummonPhase extends SummonPhase {
this.doReturn = doReturn;
}
// TODO: This is calling `applyPreSummonAbAttrs` both far too early and on the wrong pokemon;
// `super.start` calls applyPreSummonAbAttrs(PreSummonAbAttr, this.getPokemon()),
// and `this.getPokemon` is the pokemon SWITCHING OUT, NOT IN
start(): void {
super.start();
}
@ -47,36 +51,35 @@ export class SwitchSummonPhase extends SummonPhase {
preSummon(): void {
const switchOutPokemon = this.getPokemon();
// if the target is still on-field, remove it and/or hide its info container.
// Effects are kept to be transferred to the new Pokemon if applicable
// TODO: Make moves that switch out pokemon defer to this phase
if (switchOutPokemon.isOnField()) {
switchOutPokemon.leaveField(false, switchOutPokemon.getBattleInfo()?.visible);
}
if (!this.player) {
// For enemy trainers, pick a pokemon to switch to and/or display the opposing pokeball tray
if (!this.player && globalScene.currentBattle.trainer) {
if (this.slotIndex === -1) {
//@ts-ignore
this.slotIndex = globalScene.currentBattle.trainer?.getNextSummonIndex(
!this.fieldIndex ? TrainerSlot.TRAINER : TrainerSlot.TRAINER_PARTNER,
); // TODO: what would be the default trainer-slot fallback?
this.slotIndex = globalScene.currentBattle.trainer.getNextSummonIndex(this.getTrainerSlotFromFieldIndex());
}
// TODO: Remove this check since `getNextSummonIndex` _should_ always return a number between 0 and party length inclusive
if (this.slotIndex > -1) {
this.showEnemyTrainer(!(this.fieldIndex % 2) ? TrainerSlot.TRAINER : TrainerSlot.TRAINER_PARTNER);
this.showEnemyTrainer(this.getTrainerSlotFromFieldIndex());
globalScene.pbTrayEnemy.showPbTray(globalScene.getEnemyParty());
}
}
if (
!this.doReturn ||
// TODO: this part of the check need not exist `- `switchAndSummon` returns near immediately if we have no pokemon to switch into
(this.slotIndex !== -1 &&
!(this.player ? globalScene.getPlayerParty() : globalScene.getEnemyParty())[this.slotIndex])
) {
// If the target is still on-field, remove it and/or hide its info container.
// Effects are kept to be transferred to the new Pokemon later on.
if (switchOutPokemon.isOnField()) {
switchOutPokemon.leaveField(false, switchOutPokemon.getBattleInfo()?.visible);
}
if (this.player) {
this.switchAndSummon();
return;
} else {
globalScene.time.delayedCall(750, () => this.switchAndSummon());
}
globalScene.time.delayedCall(750, () => this.switchAndSummon());
return;
}
@ -84,7 +87,8 @@ export class SwitchSummonPhase extends SummonPhase {
enemyPokemon.removeTagsBySourceId(switchOutPokemon.id),
);
if (this.switchType === SwitchType.SWITCH || this.switchType === SwitchType.INITIAL_SWITCH) {
// If not transferring a substitute, play animation to remove it from the field
if (!this.shouldKeepEffects()) {
const substitute = switchOutPokemon.getTag(SubstituteTag);
if (substitute) {
globalScene.tweens.add({
@ -103,9 +107,7 @@ export class SwitchSummonPhase extends SummonPhase {
pokemonName: getPokemonNameWithAffix(switchOutPokemon),
})
: i18next.t("battle:trainerComeBack", {
trainerName: globalScene.currentBattle.trainer?.getName(
!(this.fieldIndex % 2) ? TrainerSlot.TRAINER : TrainerSlot.TRAINER_PARTNER,
),
trainerName: globalScene.currentBattle.trainer?.getName(this.getTrainerSlotFromFieldIndex()),
pokemonName: switchOutPokemon.getNameToRender(),
}),
);
@ -119,19 +121,21 @@ export class SwitchSummonPhase extends SummonPhase {
scale: 0.5,
onComplete: () => {
globalScene.time.delayedCall(750, () => this.switchAndSummon());
switchOutPokemon.leaveField(this.switchType === SwitchType.SWITCH, false);
switchOutPokemon.leaveField(this.switchType === SwitchType.SWITCH, false); // TODO: do we have to do this right here right now
},
});
}
switchAndSummon() {
const party = this.player ? this.getParty() : globalScene.getEnemyParty();
const switchedInPokemon: Pokemon | undefined = party[this.slotIndex];
const switchInPokemon: Pokemon | undefined = party[this.slotIndex];
this.lastPokemon = this.getPokemon();
applyPreSummonAbAttrs(PreSummonAbAttr, switchedInPokemon);
applyPreSummonAbAttrs(PreSummonAbAttr, switchInPokemon);
applyPreSwitchOutAbAttrs(PreSwitchOutAbAttr, this.lastPokemon);
if (!switchedInPokemon) {
// TODO: Why do we trigger post switch out attributes even if the switch in target doesn't exist?
// (This should almost certainly go somewhere inside `preSummon`)
if (!switchInPokemon) {
this.end();
return;
}
@ -139,7 +143,7 @@ export class SwitchSummonPhase extends SummonPhase {
if (this.switchType === SwitchType.BATON_PASS) {
// If switching via baton pass, update opposing tags coming from the prior pokemon
(this.player ? globalScene.getEnemyField() : globalScene.getPlayerField()).forEach((enemyPokemon: Pokemon) =>
enemyPokemon.transferTagsBySourceId(this.lastPokemon.id, switchedInPokemon.id),
enemyPokemon.transferTagsBySourceId(this.lastPokemon.id, switchInPokemon.id),
);
// If the recipient pokemon lacks a baton, give our baton to it during the swap
@ -147,7 +151,7 @@ export class SwitchSummonPhase extends SummonPhase {
!globalScene.findModifier(
m =>
m instanceof SwitchEffectTransferModifier &&
(m as SwitchEffectTransferModifier).pokemonId === switchedInPokemon.id,
(m as SwitchEffectTransferModifier).pokemonId === switchInPokemon.id,
)
) {
const batonPassModifier = globalScene.findModifier(
@ -159,7 +163,7 @@ export class SwitchSummonPhase extends SummonPhase {
if (batonPassModifier) {
globalScene.tryTransferHeldItemModifier(
batonPassModifier,
switchedInPokemon,
switchInPokemon,
false,
undefined,
undefined,
@ -171,12 +175,14 @@ export class SwitchSummonPhase extends SummonPhase {
}
party[this.slotIndex] = this.lastPokemon;
party[this.fieldIndex] = switchedInPokemon;
party[this.fieldIndex] = switchInPokemon;
// TODO: Make this text configurable for Dragon Tail & co.
// TODO: Make this a method
const showTextAndSummon = () => {
globalScene.ui.showText(
this.player
? i18next.t("battle:playerGo", {
pokemonName: getPokemonNameWithAffix(switchedInPokemon),
pokemonName: getPokemonNameWithAffix(switchInPokemon),
})
: i18next.t("battle:trainerGo", {
trainerName: globalScene.currentBattle.trainer?.getName(
@ -190,15 +196,15 @@ export class SwitchSummonPhase extends SummonPhase {
* If this switch is passing a Substitute, make the switched Pokemon matches the returned Pokemon's state as it left.
* Otherwise, clear any persisting tags on the returned Pokemon.
*/
if (this.switchType === SwitchType.BATON_PASS || this.switchType === SwitchType.SHED_TAIL) {
if (this.shouldKeepEffects()) {
const substitute = this.lastPokemon.getTag(SubstituteTag);
if (substitute) {
switchedInPokemon.x += this.lastPokemon.getSubstituteOffset()[0];
switchedInPokemon.y += this.lastPokemon.getSubstituteOffset()[1];
switchedInPokemon.setAlpha(0.5);
switchInPokemon.x += this.lastPokemon.getSubstituteOffset()[0];
switchInPokemon.y += this.lastPokemon.getSubstituteOffset()[1];
switchInPokemon.setAlpha(0.5);
}
} else {
switchedInPokemon.fieldSetup();
switchInPokemon.fieldSetup();
}
this.summon();
};
@ -253,4 +259,16 @@ export class SwitchSummonPhase extends SummonPhase {
queuePostSummon(): void {
globalScene.unshiftPhase(new PostSummonPhase(this.getPokemon().getBattlerIndex()));
}
private shouldKeepEffects(): boolean {
return [SwitchType.BATON_PASS, SwitchType.SHED_TAIL].includes(this.switchType);
}
private getTrainerSlotFromFieldIndex(): TrainerSlot {
return this.player || !globalScene.currentBattle.trainer
? TrainerSlot.NONE
: this.fieldIndex % 2 === 0
? TrainerSlot.TRAINER
: TrainerSlot.TRAINER_PARTNER;
}
}

View File

@ -1,10 +1,15 @@
import { allAbilities } from "#app/data/data-lists";
import { getPokemonNameWithAffix } from "#app/messages";
import type CommandUiHandler from "#app/ui/command-ui-handler";
import { Abilities } from "#enums/abilities";
import { Button } from "#enums/buttons";
import { Moves } from "#enums/moves";
import { Species } from "#enums/species";
import { UiMode } from "#enums/ui-mode";
import GameManager from "#test/testUtils/gameManager";
import i18next from "i18next";
import Phaser from "phaser";
import { afterEach, beforeAll, beforeEach, describe, it, expect, vi } from "vitest";
import { afterEach, beforeAll, beforeEach, describe, it, expect } from "vitest";
describe("Abilities - Arena Trap", () => {
let phaserGame: Phaser.Game;
@ -23,68 +28,94 @@ describe("Abilities - Arena Trap", () => {
beforeEach(() => {
game = new GameManager(phaserGame);
game.override
.moveset(Moves.SPLASH)
.moveset([Moves.SPLASH, Moves.TELEPORT])
.ability(Abilities.ARENA_TRAP)
.enemySpecies(Species.RALTS)
.enemyAbility(Abilities.BALL_FETCH)
.enemyMoveset(Moves.TELEPORT);
.enemyAbility(Abilities.ARENA_TRAP)
.enemyMoveset(Moves.SPLASH);
});
// TODO: Enable test when Issue #935 is addressed
it.todo("should not allow grounded Pokémon to flee", async () => {
// NB: Since switching moves bypass trapping, the only way fleeing can occur is from the player
// TODO: Implement once forced flee helper exists
it.todo("should interrupt player flee attempt and display message, unless user has Run Away", async () => {
game.override.battleStyle("single");
await game.classicMode.startBattle([Species.DUGTRIO, Species.GOTHITELLE]);
await game.classicMode.startBattle();
const enemy = game.scene.getEnemyPokemon()!;
const enemy = game.scene.getEnemyPokemon();
game.onNextPrompt("CommandPhase", UiMode.COMMAND, () => {
// no switch out command should be queued due to arena trap
expect(game.scene.currentBattle.turnCommands[0]).toBeNull();
game.move.select(Moves.SPLASH);
// back out and cancel the flee 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,
}),
);
game.override.ability(Abilities.RUN_AWAY);
// do switch stuff
await game.toNextTurn();
expect(enemy).toBe(game.scene.getEnemyPokemon());
expect(game.scene.currentBattle.waveIndex).toBe(2);
});
it("should interrupt player switch attempt and display message", async () => {
game.override.battleStyle("single").enemyAbility(Abilities.ARENA_TRAP);
await game.classicMode.startBattle([Species.DUGTRIO, Species.GOTHITELLE]);
const enemy = game.scene.getEnemyPokemon()!;
game.doSwitchPokemon(1);
game.onNextPrompt("CommandPhase", UiMode.PARTY, () => {
// no switch out command should be queued due to arena trap
expect(game.scene.currentBattle.turnCommands[0]).toBeNull();
// 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);
});
});

View File

@ -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,
@ -541,8 +543,8 @@ export default class GameManager {
}
/**
* Select a pokemon from the party menu during the given phase.
* Only really handles the basic case of "navigate to party slot and press Action twice" -
* Select a pokemon from the party menu during the given phase.
* Only really handles the basic case of "navigate to party slot and press Action twice" -
* any menus that come up afterwards are ignored and must be handled separately by the caller.
* @param slot - The 0-indexed position of the pokemon in your party to switch to
* @param inPhase - Which phase to expect the selection to occur in. Defaults to `SwitchPhase`