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https://github.com/pagefaultgames/pokerogue.git
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Merge branch 'beta' into terrain-fail-msg
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commit
8913ceecfe
@ -93,6 +93,10 @@ import { ChargingMove, MoveAttrMap, MoveAttrString, MoveKindString, MoveClassMap
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import { applyMoveAttrs } from "./apply-attrs";
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import { frenzyMissFunc, getMoveTargets } from "./move-utils";
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/**
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* A function used to conditionally determine execution of a given {@linkcode MoveAttr}.
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* Conventionally returns `true` for success and `false` for failure.
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*/
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type MoveConditionFunc = (user: Pokemon, target: Pokemon, move: Move) => boolean;
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export type UserMoveConditionFunc = (user: Pokemon, move: Move) => boolean;
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@ -1390,18 +1394,31 @@ export class BeakBlastHeaderAttr extends AddBattlerTagHeaderAttr {
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}
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}
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/**
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* Attribute to display a message before a move is executed.
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*/
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export class PreMoveMessageAttr extends MoveAttr {
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private message: string | ((user: Pokemon, target: Pokemon, move: Move) => string);
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/** The message to display or a function returning one */
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private message: string | ((user: Pokemon, target: Pokemon, move: Move) => string | undefined);
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/**
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* Create a new {@linkcode PreMoveMessageAttr} to display a message before move execution.
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* @param message - The message to display before move use, either as a string or a function producing one.
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* @remarks
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* If {@linkcode message} evaluates to an empty string (`''`), no message will be displayed
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* (though the move will still succeed).
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*/
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constructor(message: string | ((user: Pokemon, target: Pokemon, move: Move) => string)) {
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super();
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this.message = message;
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}
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apply(user: Pokemon, target: Pokemon, move: Move, args: any[]): boolean {
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const message = typeof this.message === "string"
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? this.message as string
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: this.message(user, target, move);
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apply(user: Pokemon, target: Pokemon, move: Move, _args: any[]): boolean {
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const message = typeof this.message === "function"
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? this.message(user, target, move)
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: this.message;
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// TODO: Consider changing if/when MoveAttr `apply` return values become significant
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if (message) {
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globalScene.phaseManager.queueMessage(message, 500);
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return true;
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@ -11299,7 +11316,11 @@ export function initMoves() {
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.attr(ForceSwitchOutAttr, true, SwitchType.SHED_TAIL)
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.condition(failIfLastInPartyCondition),
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new SelfStatusMove(MoveId.CHILLY_RECEPTION, PokemonType.ICE, -1, 10, -1, 0, 9)
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.attr(PreMoveMessageAttr, (user, move) => i18next.t("moveTriggers:chillyReception", { pokemonName: getPokemonNameWithAffix(user) }))
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.attr(PreMoveMessageAttr, (user, _target, _move) =>
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// Don't display text if current move phase is follow up (ie move called indirectly)
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isVirtual((globalScene.phaseManager.getCurrentPhase() as MovePhase).useMode)
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? ""
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: i18next.t("moveTriggers:chillyReception", { pokemonName: getPokemonNameWithAffix(user) }))
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.attr(ChillyReceptionAttr, true),
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new SelfStatusMove(MoveId.TIDY_UP, PokemonType.NORMAL, -1, 10, -1, 0, 9)
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.attr(StatStageChangeAttr, [ Stat.ATK, Stat.SPD ], 1, true)
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@ -751,7 +751,7 @@ export async function catchPokemon(
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UiMode.POKEDEX_PAGE,
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pokemon.species,
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pokemon.formIndex,
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attributes,
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[attributes],
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null,
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() => {
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globalScene.ui.setMode(UiMode.MESSAGE).then(() => {
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@ -669,6 +669,9 @@ export class MovePhase extends BattlePhase {
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}),
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500,
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);
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// Moves with pre-use messages (Magnitude, Chilly Reception, Fickle Beam, etc.) always display their messages even on failure
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// TODO: This assumes single target for message funcs - is this sustainable?
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applyMoveAttrs("PreMoveMessageAttr", this.pokemon, this.pokemon.getOpponents(false)[0], this.move.getMove());
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}
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@ -1,11 +1,14 @@
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import { AbilityId } from "#enums/ability-id";
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import { RandomMoveAttr } from "#app/data/moves/move";
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import { MoveResult } from "#enums/move-result";
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import { getPokemonNameWithAffix } from "#app/messages";
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import { MoveId } from "#enums/move-id";
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import { SpeciesId } from "#enums/species-id";
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import { AbilityId } from "#app/enums/ability-id";
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import { WeatherType } from "#enums/weather-type";
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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 { TurnInitPhase } from "#app/phases/turn-init-phase";
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import { afterEach, beforeAll, beforeEach, describe, expect, it } from "vitest";
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import { afterEach, beforeAll, beforeEach, describe, expect, it, vi } from "vitest";
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describe("Moves - Chilly Reception", () => {
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let phaserGame: Phaser.Game;
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@ -25,95 +28,121 @@ describe("Moves - Chilly Reception", () => {
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game = new GameManager(phaserGame);
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game.override
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.battleStyle("single")
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.moveset([MoveId.CHILLY_RECEPTION, MoveId.SNOWSCAPE])
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.moveset([MoveId.CHILLY_RECEPTION, MoveId.SNOWSCAPE, MoveId.SPLASH, MoveId.METRONOME])
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.enemyMoveset(MoveId.SPLASH)
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.enemyAbility(AbilityId.BALL_FETCH)
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.ability(AbilityId.BALL_FETCH);
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});
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it("should still change the weather if user can't switch out", async () => {
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it("should display message before use, switch the user out and change the weather to snow", async () => {
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await game.classicMode.startBattle([SpeciesId.SLOWKING, SpeciesId.MEOWTH]);
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const [slowking, meowth] = game.scene.getPlayerParty();
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game.move.select(MoveId.CHILLY_RECEPTION);
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game.doSelectPartyPokemon(1);
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await game.toEndOfTurn();
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expect(game.scene.arena.weather?.weatherType).toBe(WeatherType.SNOW);
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expect(game.scene.getPlayerPokemon()).toBe(meowth);
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expect(slowking.isOnField()).toBe(false);
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expect(game.phaseInterceptor.log).toContain("SwitchSummonPhase");
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expect(game.textInterceptor.logs).toContain(
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i18next.t("moveTriggers:chillyReception", { pokemonName: getPokemonNameWithAffix(slowking) }),
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);
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});
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it("should still change weather if user can't switch out", async () => {
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await game.classicMode.startBattle([SpeciesId.SLOWKING]);
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game.move.select(MoveId.CHILLY_RECEPTION);
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await game.toEndOfTurn();
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await game.phaseInterceptor.to("BerryPhase", false);
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expect(game.scene.arena.weather?.weatherType).toBe(WeatherType.SNOW);
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expect(game.phaseInterceptor.log).not.toContain("SwitchSummonPhase");
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expect(game.scene.getPlayerPokemon()?.getLastXMoves()[0].result).toBe(MoveResult.SUCCESS);
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});
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it("should switch out even if it's snowing", async () => {
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it("should still switch out even if weather cannot be changed", async () => {
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await game.classicMode.startBattle([SpeciesId.SLOWKING, SpeciesId.MEOWTH]);
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// first turn set up snow with snowscape, try chilly reception on second turn
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expect(game.scene.arena.weather?.weatherType).not.toBe(WeatherType.SNOW);
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const [slowking, meowth] = game.scene.getPlayerParty();
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game.move.select(MoveId.SNOWSCAPE);
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await game.phaseInterceptor.to("BerryPhase", false);
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await game.toNextTurn();
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expect(game.scene.arena.weather?.weatherType).toBe(WeatherType.SNOW);
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await game.phaseInterceptor.to("TurnInitPhase", false);
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game.move.select(MoveId.CHILLY_RECEPTION);
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game.doSelectPartyPokemon(1);
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// TODO: Uncomment lines once wimp out PR fixes force switches to not reset summon data immediately
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// await game.phaseInterceptor.to("SwitchSummonPhase", false);
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// expect(slowking.getLastXMoves()[0].result).toBe(MoveResult.SUCCESS);
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await game.toEndOfTurn();
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await game.phaseInterceptor.to("BerryPhase", false);
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expect(game.scene.arena.weather?.weatherType).toBe(WeatherType.SNOW);
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expect(game.scene.getPlayerField()[0].species.speciesId).toBe(SpeciesId.MEOWTH);
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expect(game.phaseInterceptor.log).toContain("SwitchSummonPhase");
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expect(game.scene.getPlayerPokemon()).toBe(meowth);
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expect(slowking.isOnField()).toBe(false);
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});
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it("happy case - switch out and weather changes", async () => {
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// Source: https://replay.pokemonshowdown.com/gen9ou-2367532550
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it("should fail (while still displaying message) if neither weather change nor switch out succeeds", async () => {
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await game.classicMode.startBattle([SpeciesId.SLOWKING]);
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expect(game.scene.arena.weather?.weatherType).not.toBe(WeatherType.SNOW);
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const slowking = game.scene.getPlayerPokemon()!;
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game.move.select(MoveId.SNOWSCAPE);
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await game.toNextTurn();
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expect(game.scene.arena.weather?.weatherType).toBe(WeatherType.SNOW);
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game.move.select(MoveId.CHILLY_RECEPTION);
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game.doSelectPartyPokemon(1);
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await game.toEndOfTurn();
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expect(game.scene.arena.weather?.weatherType).toBe(WeatherType.SNOW);
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expect(game.phaseInterceptor.log).not.toContain("SwitchSummonPhase");
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expect(game.scene.getPlayerPokemon()).toBe(slowking);
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expect(slowking.getLastXMoves()[0].result).toBe(MoveResult.FAIL);
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expect(game.textInterceptor.logs).toContain(
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i18next.t("moveTriggers:chillyReception", { pokemonName: getPokemonNameWithAffix(slowking) }),
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);
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});
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it("should succeed without message if called indirectly", async () => {
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vi.spyOn(RandomMoveAttr.prototype, "getMoveOverride").mockReturnValue(MoveId.CHILLY_RECEPTION);
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await game.classicMode.startBattle([SpeciesId.SLOWKING, SpeciesId.MEOWTH]);
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game.move.select(MoveId.CHILLY_RECEPTION);
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game.doSelectPartyPokemon(1);
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const [slowking, meowth] = game.scene.getPlayerParty();
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game.move.select(MoveId.METRONOME);
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game.doSelectPartyPokemon(1);
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await game.toEndOfTurn();
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await game.phaseInterceptor.to("BerryPhase", false);
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expect(game.scene.arena.weather?.weatherType).toBe(WeatherType.SNOW);
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expect(game.scene.getPlayerField()[0].species.speciesId).toBe(SpeciesId.MEOWTH);
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expect(game.scene.getPlayerPokemon()).toBe(meowth);
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expect(slowking.isOnField()).toBe(false);
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expect(game.phaseInterceptor.log).toContain("SwitchSummonPhase");
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expect(game.textInterceptor.logs).not.toContain(
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i18next.t("moveTriggers:chillyReception", { pokemonName: getPokemonNameWithAffix(slowking) }),
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);
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});
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// enemy uses another move and weather doesn't change
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it("check case - enemy not selecting chilly reception doesn't change weather ", async () => {
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game.override.battleStyle("single").enemyMoveset([MoveId.CHILLY_RECEPTION, MoveId.TACKLE]).moveset(MoveId.SPLASH);
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// Bugcheck test for enemy AI bug
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it("check case - enemy not selecting chilly reception doesn't change weather", async () => {
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game.override.enemyMoveset([MoveId.CHILLY_RECEPTION, MoveId.TACKLE]);
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await game.classicMode.startBattle([SpeciesId.SLOWKING, SpeciesId.MEOWTH]);
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game.move.select(MoveId.SPLASH);
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await game.move.selectEnemyMove(MoveId.TACKLE);
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await game.toEndOfTurn();
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await game.phaseInterceptor.to("BerryPhase", false);
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expect(game.scene.arena.weather?.weatherType).toBe(undefined);
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});
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it("enemy trainer - expected behavior ", async () => {
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game.override
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.battleStyle("single")
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.startingWave(8)
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.enemyMoveset(MoveId.CHILLY_RECEPTION)
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.enemySpecies(SpeciesId.MAGIKARP)
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.moveset([MoveId.SPLASH, MoveId.THUNDERBOLT]);
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await game.classicMode.startBattle([SpeciesId.JOLTEON]);
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const RIVAL_MAGIKARP1 = game.scene.getEnemyPokemon()?.id;
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game.move.select(MoveId.SPLASH);
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await game.phaseInterceptor.to("BerryPhase", false);
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expect(game.scene.arena.weather?.weatherType).toBe(WeatherType.SNOW);
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expect(game.scene.getEnemyPokemon()?.id !== RIVAL_MAGIKARP1);
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await game.phaseInterceptor.to("TurnInitPhase", false);
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game.move.select(MoveId.SPLASH);
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// second chilly reception should still switch out
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await game.phaseInterceptor.to("BerryPhase", false);
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expect(game.scene.arena.weather?.weatherType).toBe(WeatherType.SNOW);
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await game.phaseInterceptor.to("TurnInitPhase", false);
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expect(game.scene.getEnemyPokemon()?.id === RIVAL_MAGIKARP1);
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game.move.select(MoveId.THUNDERBOLT);
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// enemy chilly recep move should fail: it's snowing and no option to switch out
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// no crashing
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await game.phaseInterceptor.to("BerryPhase", false);
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expect(game.scene.arena.weather?.weatherType).toBe(WeatherType.SNOW);
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await game.phaseInterceptor.to("TurnInitPhase", false);
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expect(game.scene.arena.weather?.weatherType).toBe(WeatherType.SNOW);
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game.move.select(MoveId.SPLASH);
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await game.phaseInterceptor.to("BerryPhase", false);
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expect(game.scene.arena.weather?.weatherType).toBe(WeatherType.SNOW);
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expect(game.scene.arena.weather?.weatherType).toBeUndefined();
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});
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});
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