Added Payback tests

This commit is contained in:
Bertie690 2025-06-17 09:07:53 -04:00
parent 312884a131
commit 9bb67df9e7
4 changed files with 116 additions and 85 deletions

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@ -4073,30 +4073,6 @@ export class OpponentHighHpPowerAttr extends VariablePowerAttr {
} }
} }
/**
* Attribute to double this move's power if the target hasn't acted yet in the current turn.
* Used by {@linkcode Moves.BOLT_BEAK} and {@linkcode Moves.FISHIOUS_REND}
*/
export class FirstAttackDoublePowerAttr extends VariablePowerAttr {
/**
* Double this move's power if the user is acting before the target.
* @param user - Unused
* @param target - The {@linkcode Pokemon} being targeted by this move
* @param move - Unused
* @param args `[0]` - A {@linkcode NumberHolder} containing move base power
* @returns Whether the attribute was successfully applied
*/
apply(_user: Pokemon, target: Pokemon, move: Move, args: [NumberHolder]): boolean {
if (target.turnData.acted) {
return false;
}
args[0].value *= 2;
return true;
}
}
export class TurnDamagedDoublePowerAttr extends VariablePowerAttr { export class TurnDamagedDoublePowerAttr extends VariablePowerAttr {
apply(user: Pokemon, target: Pokemon, move: Move, args: any[]): boolean { apply(user: Pokemon, target: Pokemon, move: Move, args: any[]): boolean {
if (user.turnData.attacksReceived.find(r => r.damage && r.sourceId === target.id)) { if (user.turnData.attacksReceived.find(r => r.damage && r.sourceId === target.id)) {
@ -9579,7 +9555,8 @@ export function initMoves() {
new AttackMove(MoveId.CLOSE_COMBAT, PokemonType.FIGHTING, MoveCategory.PHYSICAL, 120, 100, 5, -1, 0, 4) new AttackMove(MoveId.CLOSE_COMBAT, PokemonType.FIGHTING, MoveCategory.PHYSICAL, 120, 100, 5, -1, 0, 4)
.attr(StatStageChangeAttr, [ Stat.DEF, Stat.SPDEF ], -1, true), .attr(StatStageChangeAttr, [ Stat.DEF, Stat.SPDEF ], -1, true),
new AttackMove(MoveId.PAYBACK, PokemonType.DARK, MoveCategory.PHYSICAL, 50, 100, 10, -1, 0, 4) new AttackMove(MoveId.PAYBACK, PokemonType.DARK, MoveCategory.PHYSICAL, 50, 100, 10, -1, 0, 4)
.attr(MovePowerMultiplierAttr, (user, target, move) => target.getLastXMoves(1).find(m => m.turn === globalScene.currentBattle.turn) || globalScene.currentBattle.turnCommands[target.getBattlerIndex()]?.command === Command.BALL ? 2 : 1), // Payback boosts power on enemy item use
.attr(MovePowerMultiplierAttr, (_user, target) => target.turnData.acted || globalScene.currentBattle.turnCommands[target.getBattlerIndex()]?.command === Command.BALL ? 2 : 1),
new AttackMove(MoveId.ASSURANCE, PokemonType.DARK, MoveCategory.PHYSICAL, 60, 100, 10, -1, 0, 4) new AttackMove(MoveId.ASSURANCE, PokemonType.DARK, MoveCategory.PHYSICAL, 60, 100, 10, -1, 0, 4)
.attr(MovePowerMultiplierAttr, (user, target, move) => target.turnData.damageTaken > 0 ? 2 : 1), .attr(MovePowerMultiplierAttr, (user, target, move) => target.turnData.damageTaken > 0 ? 2 : 1),
new StatusMove(MoveId.EMBARGO, PokemonType.DARK, 100, 15, -1, 0, 4) new StatusMove(MoveId.EMBARGO, PokemonType.DARK, 100, 15, -1, 0, 4)
@ -10791,9 +10768,9 @@ export function initMoves() {
.condition(failIfGhostTypeCondition) .condition(failIfGhostTypeCondition)
.attr(AddBattlerTagAttr, BattlerTagType.OCTOLOCK, false, true, 1), .attr(AddBattlerTagAttr, BattlerTagType.OCTOLOCK, false, true, 1),
new AttackMove(MoveId.BOLT_BEAK, PokemonType.ELECTRIC, MoveCategory.PHYSICAL, 85, 100, 10, -1, 0, 8) new AttackMove(MoveId.BOLT_BEAK, PokemonType.ELECTRIC, MoveCategory.PHYSICAL, 85, 100, 10, -1, 0, 8)
.attr(FirstAttackDoublePowerAttr), .attr(MovePowerMultiplierAttr, (_user, target) => target.turnData.acted ? 1 : 2),
new AttackMove(MoveId.FISHIOUS_REND, PokemonType.WATER, MoveCategory.PHYSICAL, 85, 100, 10, -1, 0, 8) new AttackMove(MoveId.FISHIOUS_REND, PokemonType.WATER, MoveCategory.PHYSICAL, 85, 100, 10, -1, 0, 8)
.attr(FirstAttackDoublePowerAttr) .attr(MovePowerMultiplierAttr, (_user, target) => target.turnData.acted ? 1 : 2)
.bitingMove(), .bitingMove(),
new StatusMove(MoveId.COURT_CHANGE, PokemonType.NORMAL, 100, 10, -1, 0, 8) new StatusMove(MoveId.COURT_CHANGE, PokemonType.NORMAL, 100, 10, -1, 0, 8)
.attr(SwapArenaTagsAttr, [ ArenaTagType.AURORA_VEIL, ArenaTagType.LIGHT_SCREEN, ArenaTagType.MIST, ArenaTagType.REFLECT, ArenaTagType.SPIKES, ArenaTagType.STEALTH_ROCK, ArenaTagType.STICKY_WEB, ArenaTagType.TAILWIND, ArenaTagType.TOXIC_SPIKES ]), .attr(SwapArenaTagsAttr, [ ArenaTagType.AURORA_VEIL, ArenaTagType.LIGHT_SCREEN, ArenaTagType.MIST, ArenaTagType.REFLECT, ArenaTagType.SPIKES, ArenaTagType.STEALTH_ROCK, ArenaTagType.STICKY_WEB, ArenaTagType.TAILWIND, ArenaTagType.TOXIC_SPIKES ]),

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@ -32,65 +32,40 @@ describe("Abilities - Intimidate", () => {
.enemyMoveset(MoveId.SPLASH); .enemyMoveset(MoveId.SPLASH);
}); });
it("should lower all non-immune opponents ATK stat stage by 1 of enemy Pokemon on entry and player switch", async () => { it("should lower all opponents' ATK by 1 stage on entry and switch", async () => {
await game.classicMode.startBattle([SpeciesId.MIGHTYENA, SpeciesId.POOCHYENA]); await game.classicMode.startBattle([SpeciesId.MIGHTYENA, SpeciesId.POOCHYENA]);
const player = game.field.getPlayerPokemon() const enemy = game.field.getEnemyPokemon();
const enemy = game.field.getEnemyPokemon()
expect(player.species.speciesId).toBe(SpeciesId.MIGHTYENA);
expect(enemy.getStatStage(Stat.ATK)).toBe(-1); expect(enemy.getStatStage(Stat.ATK)).toBe(-1);
expect(player.getStatStage(Stat.ATK)).toBe(-1);
game.doSwitchPokemon(1); game.doSwitchPokemon(1);
await game.toNextTurn(); await game.toNextTurn();
expect(game.field.getPlayerPokemon()).toBe(player);
expect(player.getStatStage(Stat.ATK)).toBe(0);
expect(enemy.getStatStage(Stat.ATK)).toBe(-2); expect(enemy.getStatStage(Stat.ATK)).toBe(-2);
}); });
it("should lower ATK stat stage by 1 for every enemy Pokemon in a double battle on entry", async () => { it("should lower ATK of all opponents in a double battle", async () => {
game.override.battleStyle("double"); game.override.battleStyle("double");
await game.classicMode.startBattle([SpeciesId.MIGHTYENA, SpeciesId.POOCHYENA]); await game.classicMode.startBattle([SpeciesId.MIGHTYENA]);
const playerField = game.scene.getPlayerField(); const [enemy1, enemy2] = game.scene.getEnemyField();
const enemyField = game.scene.getEnemyField();
expect(enemyField[0].getStatStage(Stat.ATK)).toBe(-2); expect(enemy1.getStatStage(Stat.ATK)).toBe(-1);
expect(enemyField[1].getStatStage(Stat.ATK)).toBe(-2); expect(enemy2.getStatStage(Stat.ATK)).toBe(-1);
expect(playerField[0].getStatStage(Stat.ATK)).toBe(-2);
expect(playerField[1].getStatStage(Stat.ATK)).toBe(-2);
});
it("should not activate again if there is no switch or new entry", async () => {
await game.classicMode.startBattle([SpeciesId.MIGHTYENA, SpeciesId.POOCHYENA]);
const player = game.field.getPlayerPokemon()
const enemy = game.field.getEnemyPokemon()
expect(player.getStatStage(Stat.ATK)).toBe(-1);
expect(enemy.getStatStage(Stat.ATK)).toBe(-1);
game.move.select(MoveId.SPLASH);
await game.toNextTurn();
expect(player.getStatStage(Stat.ATK)).toBe(-1);
expect(enemy.getStatStage(Stat.ATK)).toBe(-1);
}); });
it("should not trigger on switching moves used by wild Pokemon", async () => { it("should not trigger on switching moves used by wild Pokemon", async () => {
game.override.enemyMoveset(MoveId.VOLT_SWITCH).battleType(BattleType.WILD); game.override.enemyMoveset(MoveId.VOLT_SWITCH).battleType(BattleType.WILD);
await game.classicMode.startBattle([SpeciesId.MIGHTYENA]); await game.classicMode.startBattle([SpeciesId.MIGHTYENA]);
const playerPokemon = game.field.getPlayerPokemon() const player = game.field.getPlayerPokemon();
expect(playerPokemon.getStatStage(Stat.ATK)).toBe(-1); expect(player.getStatStage(Stat.ATK)).toBe(-1);
game.move.select(MoveId.SPLASH); game.move.select(MoveId.SPLASH);
await game.toNextTurn(); await game.toNextTurn();
// doesn't lower attack due to not actually switching out // doesn't lower attack due to not actually switching out
expect(playerPokemon.getStatStage(Stat.ATK)).toBe(-1); expect(player.getStatStage(Stat.ATK)).toBe(-1);
}); });
it("should trigger on moves that switch user/target out during trainer battles", async () => { it("should trigger on moves that switch user/target out during trainer battles", async () => {

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@ -9,10 +9,7 @@ import Phaser from "phaser";
import { afterEach, beforeAll, beforeEach, describe, expect, it, vi, type MockInstance } from "vitest"; import { afterEach, beforeAll, beforeEach, describe, expect, it, vi, type MockInstance } from "vitest";
import { MoveUseMode } from "#enums/move-use-mode"; import { MoveUseMode } from "#enums/move-use-mode";
describe.each<{ name: string; move: MoveId }>([ describe("Moves - Fishious Rend & Bolt Beak", () => {
{ name: "Bolt Beak", move: MoveId.BOLT_BEAK },
{ name: "Fishious Rend", move: MoveId.FISHIOUS_REND },
])("Moves - $name", ({ move }) => {
let phaserGame: Phaser.Game; let phaserGame: Phaser.Game;
let game: GameManager; let game: GameManager;
let powerSpy: MockInstance; let powerSpy: MockInstance;
@ -30,7 +27,6 @@ describe.each<{ name: string; move: MoveId }>([
beforeEach(() => { beforeEach(() => {
game = new GameManager(phaserGame); game = new GameManager(phaserGame);
game.override game.override
.moveset(move)
.ability(AbilityId.BALL_FETCH) .ability(AbilityId.BALL_FETCH)
.battleStyle("single") .battleStyle("single")
.battleType(BattleType.TRAINER) .battleType(BattleType.TRAINER)
@ -40,23 +36,27 @@ describe.each<{ name: string; move: MoveId }>([
.enemyAbility(AbilityId.BALL_FETCH) .enemyAbility(AbilityId.BALL_FETCH)
.enemyMoveset(MoveId.SPLASH); .enemyMoveset(MoveId.SPLASH);
powerSpy = vi.spyOn(allMoves[move], "calculateBattlePower"); powerSpy = vi.spyOn(allMoves[MoveId.BOLT_BEAK], "calculateBattlePower");
}); });
it("should double power if the user moves before the target", async () => { it.each<{ name: string; move: MoveId }>([
{ name: "Bolt Beak", move: MoveId.BOLT_BEAK },
{ name: "Fishious Rend", move: MoveId.FISHIOUS_REND },
])("$name should double power if the user moves before the target", async ({ move }) => {
powerSpy = vi.spyOn(allMoves[move], "calculateBattlePower");
await game.classicMode.startBattle([SpeciesId.FEEBAS]); await game.classicMode.startBattle([SpeciesId.FEEBAS]);
// turn 1: enemy, then player (no boost) // turn 1: enemy, then player (no boost)
game.move.select(move); game.move.use(move);
await game.setTurnOrder([BattlerIndex.ENEMY, BattlerIndex.PLAYER]); await game.setTurnOrder([BattlerIndex.ENEMY, BattlerIndex.PLAYER]);
await game.toNextTurn(); await game.toNextTurn();
expect(powerSpy).toHaveLastReturnedWith(allMoves[move].power); expect(powerSpy).toHaveLastReturnedWith(allMoves[move].power);
// turn 2: player, then enemy (boost) // turn 2: player, then enemy (boost)
game.move.select(move); game.move.use(move);
await game.setTurnOrder([BattlerIndex.PLAYER, BattlerIndex.ENEMY]); await game.setTurnOrder([BattlerIndex.PLAYER, BattlerIndex.ENEMY]);
await game.toNextTurn(); await game.toEndOfTurn();
expect(powerSpy).toHaveLastReturnedWith(allMoves[move].power * 2); expect(powerSpy).toHaveLastReturnedWith(allMoves[move].power * 2);
}); });
@ -66,30 +66,41 @@ describe.each<{ name: string; move: MoveId }>([
await game.classicMode.startBattle([SpeciesId.FEEBAS, SpeciesId.MILOTIC]); await game.classicMode.startBattle([SpeciesId.FEEBAS, SpeciesId.MILOTIC]);
// Use move after everyone but P1 and enemy 1 have already moved // Use move after everyone but P1 and enemy 1 have already moved
game.move.use(move, BattlerIndex.PLAYER, BattlerIndex.ENEMY); game.move.use(MoveId.BOLT_BEAK, BattlerIndex.PLAYER, BattlerIndex.ENEMY);
game.move.use(MoveId.SPLASH, BattlerIndex.PLAYER_2); game.move.use(MoveId.SPLASH, BattlerIndex.PLAYER_2);
await game.setTurnOrder([BattlerIndex.PLAYER_2, BattlerIndex.ENEMY_2, BattlerIndex.PLAYER, BattlerIndex.ENEMY]); await game.setTurnOrder([BattlerIndex.PLAYER_2, BattlerIndex.ENEMY_2, BattlerIndex.PLAYER, BattlerIndex.ENEMY]);
await game.toNextTurn(); await game.toEndOfTurn();
expect(powerSpy).toHaveLastReturnedWith(allMoves[move].power * 2); expect(powerSpy).toHaveLastReturnedWith(allMoves[MoveId.BOLT_BEAK].power * 2);
}); });
it("should double power on the turn the target switches in", async () => { it("should double power on the turn the target switches in", async () => {
await game.classicMode.startBattle([SpeciesId.FEEBAS]); await game.classicMode.startBattle([SpeciesId.FEEBAS]);
game.move.select(move); game.move.select(MoveId.BOLT_BEAK);
game.forceEnemyToSwitch(); game.forceEnemyToSwitch();
await game.toNextTurn(); await game.toEndOfTurn();
expect(powerSpy).toHaveLastReturnedWith(allMoves[move].power * 2); expect(powerSpy).toHaveLastReturnedWith(allMoves[MoveId.BOLT_BEAK].power * 2);
}); });
// TODO: Verify behavior with Instruct/Dancer it("should double power on forced switch-induced sendouts", async () => {
it.todo.each<{ type: string; allyMove: MoveId }>([ await game.classicMode.startBattle([SpeciesId.FEEBAS]);
game.move.select(MoveId.BOLT_BEAK);
await game.move.forceEnemyMove(MoveId.U_TURN);
await game.setTurnOrder([BattlerIndex.ENEMY, BattlerIndex.PLAYER]);
await game.toEndOfTurn();
expect(powerSpy).toHaveLastReturnedWith(allMoves[MoveId.BOLT_BEAK].power * 2);
});
it.each<{ type: string; allyMove: MoveId }>([
{ type: "a Dancer-induced", allyMove: MoveId.FIERY_DANCE }, { type: "a Dancer-induced", allyMove: MoveId.FIERY_DANCE },
{ type: "an Instructed", allyMove: MoveId.INSTRUCT }, { type: "an Instructed", allyMove: MoveId.INSTRUCT },
])("should double power if $type move is used as the target's first action that turn", async ({ allyMove }) => { ])("should double power if $type move is used as the target's first action that turn", async ({ allyMove }) => {
game.override.battleStyle("double").moveset([move, allyMove]).enemyAbility(AbilityId.DANCER); game.override.battleStyle("double").enemyAbility(AbilityId.DANCER);
powerSpy = vi.spyOn(allMoves[MoveId.FISHIOUS_REND], "calculateBattlePower");
await game.classicMode.startBattle([SpeciesId.DRACOVISH, SpeciesId.ARCTOZOLT]); await game.classicMode.startBattle([SpeciesId.DRACOVISH, SpeciesId.ARCTOZOLT]);
// Simulate enemy having used splash last turn to allow Instruct to copy it // Simulate enemy having used splash last turn to allow Instruct to copy it
@ -101,11 +112,11 @@ describe.each<{ name: string; move: MoveId }>([
useMode: MoveUseMode.NORMAL, useMode: MoveUseMode.NORMAL,
}); });
game.move.select(move, BattlerIndex.PLAYER, BattlerIndex.ENEMY); game.move.use(MoveId.FISHIOUS_REND, BattlerIndex.PLAYER, BattlerIndex.ENEMY);
game.move.select(allyMove, BattlerIndex.PLAYER_2, BattlerIndex.ENEMY); game.move.use(allyMove, BattlerIndex.PLAYER_2, BattlerIndex.ENEMY);
await game.setTurnOrder([BattlerIndex.PLAYER_2, BattlerIndex.PLAYER, BattlerIndex.ENEMY, BattlerIndex.ENEMY_2]); await game.setTurnOrder([BattlerIndex.PLAYER_2, BattlerIndex.PLAYER, BattlerIndex.ENEMY, BattlerIndex.ENEMY_2]);
await game.toNextTurn(); await game.toEndOfTurn();
expect(powerSpy).toHaveLastReturnedWith(allMoves[move].power); expect(powerSpy).toHaveLastReturnedWith(allMoves[MoveId.FISHIOUS_REND].power);
}); });
}); });

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@ -0,0 +1,68 @@
import { allMoves, allSpecies } from "#app/data/data-lists";
import { AbilityId } from "#enums/ability-id";
import { BattlerIndex } from "#enums/battler-index";
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, expect, it, vi, type MockInstance } from "vitest";
describe("Move - Payback", () => {
let phaserGame: Phaser.Game;
let game: GameManager;
let powerSpy: MockInstance;
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)
.enemyLevel(100)
.enemySpecies(SpeciesId.DRACOVISH)
.enemyAbility(AbilityId.BALL_FETCH)
.enemyMoveset(MoveId.SPLASH);
powerSpy = vi.spyOn(allMoves[MoveId.PAYBACK], "calculateBattlePower");
});
it("should double power if the user moves after the target", async () => {
await game.classicMode.startBattle([SpeciesId.FEEBAS]);
// turn 1: enemy, then player (boost)
game.move.use(MoveId.PAYBACK);
await game.setTurnOrder([BattlerIndex.ENEMY, BattlerIndex.PLAYER]);
await game.toNextTurn();
expect(powerSpy).toHaveLastReturnedWith(allMoves[MoveId.PAYBACK].power * 2);
// turn 2: player, then enemy (no boost)
game.move.use(MoveId.PAYBACK);
await game.setTurnOrder([BattlerIndex.PLAYER, BattlerIndex.ENEMY]);
await game.toEndOfTurn();
expect(powerSpy).toHaveLastReturnedWith(allMoves[MoveId.PAYBACK].power);
});
it("should trigger for enemies on player failed ball catch", async () => {
// Make dracovish uncatchable so we don't flake out
vi.spyOn(allSpecies[SpeciesId.DRACOVISH], "catchRate", "get").mockReturnValue(0);
await game.classicMode.startBattle([SpeciesId.FEEBAS]);
game.doThrowPokeball(0);
await game.move.forceEnemyMove(MoveId.PAYBACK);
await game.toEndOfTurn();
expect(powerSpy).toHaveLastReturnedWith(allMoves[MoveId.PAYBACK].power * 2);
});
});