[Bug][Ability] Fix healer queueing its message when its ally is fainted (#5642)

* Add check against faint status effect

* Add tests for healer

* Remove redundant portions of the tests

* Fix broken test
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Sirz Benjie 2025-04-16 23:47:49 -05:00 committed by GitHub
parent 8d311e65cf
commit b2bab46e1c
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2 changed files with 100 additions and 1 deletions

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@ -4033,7 +4033,9 @@ export class PostTurnResetStatusAbAttr extends PostTurnAbAttr {
} else {
this.target = pokemon;
}
return !isNullOrUndefined(this.target?.status);
const effect = this.target?.status?.effect;
return !!effect && effect !== StatusEffect.FAINT;
}
override applyPostTurn(pokemon: Pokemon, passive: boolean, simulated: boolean, args: any[]): void {

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@ -0,0 +1,97 @@
import { Abilities } from "#enums/abilities";
import { Moves } from "#enums/moves";
import { Species } from "#enums/species";
import { StatusEffect } from "#enums/status-effect";
import GameManager from "#test/testUtils/gameManager";
import Phaser from "phaser";
import { afterEach, beforeAll, beforeEach, describe, expect, it, vi, type MockInstance } from "vitest";
import { isNullOrUndefined } from "#app/utils";
import { PostTurnResetStatusAbAttr } from "#app/data/abilities/ability";
import { allAbilities } from "#app/data/data-lists";
import type Pokemon from "#app/field/pokemon";
describe("Abilities - Healer", () => {
let phaserGame: Phaser.Game;
let game: GameManager;
let healerAttrSpy: MockInstance;
let healerAttr: PostTurnResetStatusAbAttr;
beforeAll(() => {
phaserGame = new Phaser.Game({
type: Phaser.HEADLESS,
});
});
afterEach(() => {
game.phaseInterceptor.restoreOg();
healerAttrSpy.mockRestore();
});
beforeEach(() => {
game = new GameManager(phaserGame);
game.override
.moveset([Moves.SPLASH])
.ability(Abilities.BALL_FETCH)
.battleType("double")
.disableCrits()
.enemySpecies(Species.MAGIKARP)
.enemyAbility(Abilities.BALL_FETCH)
.enemyMoveset(Moves.SPLASH);
healerAttr = allAbilities[Abilities.HEALER].getAttrs(PostTurnResetStatusAbAttr)[0];
healerAttrSpy = vi
.spyOn(healerAttr, "getCondition")
.mockReturnValue((pokemon: Pokemon) => !isNullOrUndefined(pokemon.getAlly()));
});
it("should not queue a message phase for healing if the ally has fainted", async () => {
game.override.moveset([Moves.SPLASH, Moves.LUNAR_DANCE]);
await game.classicMode.startBattle([Species.MAGIKARP, Species.MAGIKARP]);
const user = game.scene.getPlayerPokemon()!;
// Only want one magikarp to have the ability.
vi.spyOn(user, "getAbility").mockReturnValue(allAbilities[Abilities.HEALER]);
game.move.select(Moves.SPLASH);
// faint the ally
game.move.select(Moves.LUNAR_DANCE, 1);
const abSpy = vi.spyOn(healerAttr, "canApplyPostTurn");
await game.phaseInterceptor.to("TurnEndPhase");
// It's not enough to just test that the ally still has its status.
// We need to ensure that the ability failed to meet its condition
expect(abSpy).toHaveReturnedWith(false);
// Explicitly restore the mock to ensure pollution doesn't happen
abSpy.mockRestore();
});
it("should heal the status of an ally if the ally has a status", async () => {
await game.classicMode.startBattle([Species.MAGIKARP, Species.MAGIKARP]);
const [user, ally] = game.scene.getPlayerField();
// Only want one magikarp to have the ability.
vi.spyOn(user, "getAbility").mockReturnValue(allAbilities[Abilities.HEALER]);
expect(ally.trySetStatus(StatusEffect.BURN)).toBe(true);
game.move.select(Moves.SPLASH);
game.move.select(Moves.SPLASH, 1);
await game.phaseInterceptor.to("TurnEndPhase");
await game.toNextTurn();
expect(ally.status?.effect, "status effect was not healed").toBeFalsy();
});
// TODO: Healer is currently checked before the
it.todo("should heal a burn before its end of turn damage", async () => {
await game.classicMode.startBattle([Species.MAGIKARP, Species.MAGIKARP]);
const [user, ally] = game.scene.getPlayerField();
// Only want one magikarp to have the ability.
vi.spyOn(user, "getAbility").mockReturnValue(allAbilities[Abilities.HEALER]);
expect(ally.trySetStatus(StatusEffect.BURN)).toBe(true);
game.move.select(Moves.SPLASH);
game.move.select(Moves.SPLASH, 1);
await game.phaseInterceptor.to("TurnEndPhase");
await game.toNextTurn();
expect(ally.status?.effect, "status effect was not healed").toBeFalsy();
expect(ally.hp).toBe(ally.getMaxHp());
});
});